Well, I have found that some conviences are sacrificed using a less complex engine. But, I have found the best way around GS6's issues with custom models from 3DS MAX is, in MAX, do not overlap elements or models, try to boolean, Use STL check, and try to stay primitive with the composition of the model. Then export as .3ds, and in MED, not sure of the difference, either 'import from .3ds' or I choose 'Append mesh from .3ds' Some say use the Mesh tester, but I always get open edges errors in MED and not in 3DSMAX, but I get it to work anyways.

I am modeling a Wheel Chair for a Medical Simulation game and I have an AWSOME high quality version, and a low poly version. Niether work in GS6, but work fine in other apps. I am having to construct a seperate model. As I make sufficient changes, I will go ahead and do my thing to make sure I am still in the confounds of GS6. All is well so far, except that now I am getting a MALFUNCTION W1301 "<TEST.WMB>: Can't open file" It even happen when I try to start completely over.

It figures...
GS for ya, ARGHHH!
Sorry, but I wish 3DS would make an engine.