1) Is anyone working with you with this 3D wrapper project? If not, perhaps you would like some help? I plan to test each of the Irrlicht Wrapper Examples and then post my results as well as feedback. Would this be helpful? Also, if I discover problems or bugs, is this the place to post it? I wish to help improve the wrapper or help iron out problems if they exist. Hopefully you will not take this as being ungrateful or unappreciative of the work! This is a great wrapper!
Yes a few meanwhile - including myself - however i had some Stuff to deal with lately and got a bit "off-course" =p back for now and back on the Manual and some more Examples. help is ALWAYS welcome.
2) Is every Irrlicht 3D command been converted with this wrapper? Also, is this wrapper updated to the latest version of Irrlicht? If not, how far behind?
Yes, and no - due to the Object oriented Model of Irrlicht the Commands are a bit different. However the Wrapper covers all needed functions plus more - Physics, Sound, Network ( next version ) are integrated into it which are not included in the basic Irrlicht Version. However i know the Manual needs alot of work still. The current wrapper is one Version behind 1.2 -> 1.3 - an update is planned but we want to ensure a "stable" Release before jumping Bridges

altho there are halfway completed Versions of an 1.3 Port already ( inluding Linux ) - not for release tho yet (Planned for 1.06 maybe 1.07).
3) I plan to create my characters/objects with 3D MAX and animated with it/ Animation Studio. Will this work? How should the files be saved as? Should I model terrain or large areas (for instance a football field) with the Irrlicht modeler or stick with 3D MAX for that as well?
Its totally up to you - but i just can Recommend using IrrEdit for the Scenes and Lightmapping as its blazing fast and produces GREAT Lightmapped Results.
See here:
irrEdit Download
Currently supported Fileformats are:
Possible Mesh-Types : 3D Studio (.3ds): Loader for 3D-Studio files which lots of 3D packages are able to export. Only static meshes are currently supported by this importer. Bliz Basic B3D (.b3d): Loader for blitz basic files, developed by Mark Sibly, also supports animations. Cartography shop 4 (.csm) COLLADA (.dae, .xml) Delgine DeleD (.dmf) DirectX (.x) Currently, Irrlicht only supports uncompressed .x files. Maya (.obj) Most 3D software can create .obj files which contain static geometry without material data. The material files .mtl are also supported. This importer for Irrlicht can load them directly Milkshape (.ms3d) .MS3D files contain models and sometimes skeletal animations from the Milkshape 3D modeling and animation software. This importer for Irrlicht can display and/or animate these files. My3D (.my3d) .my3D is a flexible 3D file format. The My3DTools contains plug-ins to export .my3D files from several 3D packages. OCT (.oct) The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht. OCT files OGRE Meshes (.mesh) Ogre .mesh files contain 3D data for the OGRE 3D engine. Irrlicht can read and display them directly with this importer. Pulsar LMTools (.lmts) LMTools is a set of tools (Windows & Linux) for creating lightmaps. Irrlicht can directly read Quake 3 levels (.bsp) Quake 3 is a popular game by IDSoftware, and .pk3 files contain .bsp files and textures/lightmaps describing huge prelighted levels. Quake 2 models (.md2) Quake 2 models are characters with morph target animation. Irrlicht can read, display and animate them directly with this importer.
as for animated characters you either can stick to md2, b3d, ms3d or X.
I personally (if i need more than the simple types md2 offers) use X as it allows you to add subobjects to joints on the X Model ( For Example attach the Axe onto the Dwarfs Hand ) and animate them thru a skeleton - Irrlicht automatically handles thoose for you ( Examples included ).
4) If I have problems with certain commands or am trying to achieve a certain effect or perhaps a certain outcome with the 3D, where should I post questions since I am using purebasic? Is it best to post in the Irrlicht forums for specific command questions or here?
For now here or a post titled [irrlicht] in the games or coding section - i am back on track on a development page and forums for this. Where people can ask Questions - FAQ - get more recent News on what the Team is doing and hopefully some snippets / Examples
Thalius