NeoDex is a toolset for creating, editing and exporting Wc3 models with ease. The fundamental Idea behind NeoDex 2 is flexibility and reachability. NeoDex 2 works for both 3ds max (any version from max 5 and up) and GMAX.
Let's have a quick view into NeoDex.
NeoDex is composed of two main sets: Plugins and Tools. The plugins reproduce wc3 like objects as ribbon emitters, particle emitters, attach points, materials, etc. The tools, in the other hand, are a set of flexible tools for making the modeling process way easier.
Let's start by showing the Plugins.
The Warcraft 3 Material Plugin:

The Warcraft 3 material plugin is based on Art Tool's wc3 material. It has some enhanced feutures. You can define texture path in path, team colors and team glows are automatically loaded, you can define filtermode and flags for your material. You can also add color animations by using constant color parameter.
To create one do this:

Only Warcraft 3 and Compund with Warcraft 3 materials are supported.
The Warcraft 3 Object Plugin Set:

Under Helpers Warcraft 3 systems, you'll find all the objects you can create for your scene.
The Ribbon Emitters Plugin: BlizzRibbon

This is a complete imitation of art tool's BlizzRibbon, you can use it to create Ribbon Emitters in your scenes. You can preview them with the Wc3 renderer (they'll only show if the ribbon Emitter moves)
The Particle Emitters 2 Plugin:

This is another almost complete imitation of Art Tool's BlizzPart. Use it to create Particle Emitters 2. (you can't preview them in the renderer for the time being).
The Attach Point Plugin:

The Attach Point plugin is a plugin made for defining attachment points. It's made to be easy to use. You can also define a model path if you want to attach another model into yours. (May be practical for optimizing reasons or if you want many copies of a same set of geometry within your model).
There's also the Collision Sphere and Colission Box plugins (should be used in 3ds max, in GMAX just use an sphere or box without converting it to editable mesh/poly). These are used for generating Colission Shapes on your models. They are used for defining collision (used for missiles, for example).
NeoDex can also export some other native 3dsmax objects like:
Lights:

NeoDex can export OmniLights, Free directional, free spot and Skylights. Use them for doodads, buildings or whatever needs it's own lighting.
Cameras:

Target Cameras are also exported. You can use them for Portraits.
Event Objects:

Event Objects are a bit tricky. They can be anything (whoich is not any of the mentioned systems) that has its name starting with "Obj:". Event Objects MUST have a Note Track or your model may not work in-game.
Particle Emitters 1 (SuperSpray):

The particle emitters 1 are a special kind of particle emitter which can emit models (any model you want, even peasants or buildings). You have limited use on them, though, you can edit only these values: "Both Spreads, Emission rate, Speed and Life". You must use Object settings to define the emitted model path (example "SharedModels\gutz"). Off Plane must ALWAYS be 90.0 and Off axis must ALWAYS be 0.0.
Bones & Helpers:

Bones & Helpers can actualy be anything. A helper will be anything a bone or another wc3 object is linked to which has animations and is not anything of the above. A bone will be anything that a mesh is linked/skinned to (if the Mesh is self animated, then it will consider it a helper and NdeoDex will generate a bone forf the mesh).
IK Systems, Orientation Constraintgs and Look At Constraints:

From version 2.4 on, the exporter will automaticaly export IK affected bones or bones affected by an orientation constraint or a look At constraint.
Bipeds:

If you don't feel like making an IK system. Neodex is able to export bipeds directly, just skin your mesh to the biped and have a happy time animating.
That's pretty much all for plugins and objects. Now let's talk about the tools.
NeoDex Exporter:

The NeoDex Exporter is the tool used for exporting your Model. In 3ds max, you can export in both formats: MDX and MDL. GMAX only exports to MDL and you must do some extra steps (Look at the GMAX Note at the very end).
The exporter supports multoiple Methods of Skinning. Mainly two basics are Art Tools Skinning (Art Tool's style of skinning) and Normal Skinning (use an skin modifier). Use whichever you like.

To learn how to set them up, look at my basic animation tutorial, skinning section.
Smooth Groups:

Exporting Smooth groups is possible, so if you want some sharp edges, you can easily make them up and export them.
NeoDex Importer:

This beauty lets you get your wc3 models into 3ds max. Just get your mdx and all it's textures converted to TGA into the same folder and hit import. Once imported look into 3ds max's layer manager to browse the nodes.
NeoDex IK Snapper:

The IK Snapper is a tool designed for adding FK keys to your bones within an IK system. It supports Ik Chains and Orientation and Look At Constraints.
NeoDex Vertex Animation Convertor

This tool is used for baking a Mesh with vertex animations. Use it for clothing, capes, flags, etc. It can bake anything that has moving vertices.
NeoDex KeyReducer:

This tool is used for reducing the keys on bones. It helps simplify your scene and will help reduce final filesize. It's a must be used for VA animations baked by VA Convertor.
NeoDex Animation helper

This tool provides a set of gadgets for fixing and working with animations. It's quite useful for adding final touches.
NeoDex Object Settings:

This tool is used for defining skinning, billboarding and some extra options.
NeoDex Renderer:

Use this tool to make some previews of your models. It can generate nice looking images. However, remember that it only tries to simulate wc3 settings, it's not exactly how your models will look in-game. You can also combine it's settings with the normal 3ds max renderer and add things like Light trace or Global illumination. A nice example of combining both:

Finaly
Samples:

NeoDex comes packed with thousend of samples so you can learn to set up your models correctly.