Correct me but I thought exporting whe/whm into MAX or OE, making changes, then re-exporting back in the hope all is ok as a whe/whm is a VERY risky endeavour because of you can really never expect consistent results having to literally "disturb" the model by ripping it apart in Max/OE then re-exporting it back in the game?
I'm not sure I understand the whole question. I thought you already knew the main defects of a 3dmax import.
1) Loss or Corruption of "Smoothing Groups": Impacts the rendering of curves. Sometimes repeating the "smoothing" of the model is an opportunity to improve the rendering of textures (Too much smoothing generates shadows that "mess" the textures.)
2) Loss of the "Skin": The most annoying of the problems. It needs to be redone on "meshes" which require a "Skin" for their animations. It is a long and delicate process depending on the complexity of the 3D model and requires an understanding of the rules of 3d animation.
3) Loss animated textures. You have to learn how to make animated textures.
Note: Animated textures is a reason for imports broken with tools "Mudflaps_whm". The trick is to move the textures animations to the bottom of the list of animations (with FFE) in whm. Import will be broken but only when it will attempt to import animated textures. (So at the end of whm) Then it remains only "repaired" the animated texture with "FFE" in "SGM".
4) Models like banner can generate random corruption: Two faces (identical, with "skin"?), Very close to each other, occasionally occasionally randomly merge their vertices. (It's painful to identify and repair)
5) Exporting from 3dmax to "O.E" may be the cause of "Ebp" corruption. (XRF can be corrupted) This is something that happened more often during the first export. If there is already an "Ebp" (Import with Mudflaps_Tools)
Regular "Ebp" backups must be made between each modification and import of "SGM / Whm".
Edited by ombrephenix, 20 February 2017 - 09:37 AM.