Strangeness when Exporting and Importing models between 3ds
I recently took the Drake (Kusari Light Fighter) ship model and imported it into Milkshape with the CMP Importer plugin. Then I exported it to 3DS format so that I could play around with it in 3ds Max 7 (which I have WAY more experience with than Milkshape so it is easier for me to use). I imported it into 3ds Max and made the changes I wanted to make in order to create a new ship model (I stole the inspiration from the Advanced Drake ship addon mod, but I made some modifications, like closing the hole in the cockpit). I saved the file as a MAX format scene file at first while it was still a Work In Progress, but now that I'm finished with it I want to get it back into Milkshape so I can get all the textures set up right and use the CMP Exporter plugin to make a CMP file so I can use it in the game, but I'm running into some strangeness...
If I export from Max to 3DS and import the 3DS into Milkshape, some of my objects have changed their positions and rotations. And if I export to OBJ and then try to import the OBJ into Milkshape it crashes Milkshape.
Has anyone else run into similar problems and/or have any ideas on how I might fix them? I'm wondering if the OBJ crash might be because I told it to compress numbers in the export options, or perhaps some other non-default options that made it so that Milkshape doesn't work correctly with it. It might also be because I have a fairly large number of Groups (22 of them) and perhaps Milkshape can't quite handle that many. Or perhaps because I had created materials for the model in 3ds Max to make sure everything looked right to me, so maybe I need to remove those materials and only make them in Milkshape. Those are just shot-in-the-dark ideas though, I really can't say with any certainty that it is any of those things or anything else.
So if anyone has any ideas on what I could try to do in order to make this work, I'd really appreciate the help.
Drake