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This problem is easily fixable by detaching each smoothing group as a separate element. Max native format supports multiple smoothing groups, that means even faces with joined verts may have independent normals if assigned to different smoothing groups, while both 3ds and Zmod format support just one smoothing group.
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The other problem is due to smoothing groups. Ways more difficult is the other way round, I still haven't found a proper solution. Make an initial group, then make a second group, then select both groups and group them together. No dialog of Accept or Next, it just ungroups. At this point if I select that group and right click, I have the option to ungroup, and that command works. There are a couple of work-arounds for ZMod->Max, as exporting an unmapped mesh to preserve normals, then using a mapped mesh to restore the mapping, or similar. Make an initial group of objects, say lines. Normals will be fine, but mapping will be screwed along its borders. You can easily check this out by unchecking "Preserve MAX's Textures Coordinates" when prompted while exporting. This implies that, if we map to near faces in two different textures or just in two different places in the same texture, 3ds will be forced to "break" the verts to preserve the mapping. It probably isn’t, so you need to rename it correctly. It should be called nPIT (where n is any number except zero) for Assetto Corsa to recognize that it’s in fact the pitlane. While ZModeler assigns a material/mapping to each face, 3ds format assigns a material/mapping to each vertex. Right click on the ground in the pitlane and select the object that covers the ground in the pitlane. I once read that this is due to how 3ds, and loads of other formats, handle mapping. > merges points that are very close together and it There is a bug with the 3ds format in zmodeler, it