hey, aldo14, do you know how to extract the model and texture file from FSO to 3D max? If possible I might be able to do something about it.
Depends what stage you're at & what you have. The textures and models live in the VP files, so you'll need to extract them (I don't have a link handy for the tools for that at the moment, I'll check when i'm not at work) from there.
The textures should be DDS format (the original FS2 used 256-colour PCX files, but I think these have all been converted to DDS), and the models are in *.pof format. The textures have compimentary -shine and -glow files; for example, for map1.dds, map1-shine.dds is a specular map and map1-glow.dds is a glow/luminosity map. I
think bump/normal mapping was added after I left the community, but I don't know the naming convention.
You'll need pof2cob to convert the POF to caligari object format - AFAIK there isn't any other format convertor (i.e. no pof2max). The pof file itself contains several components; a main hull model (LOD0 detail), associated subobjects (for multi-part rotating turrets, etc), 3 level-of-detail submodels (detail1, detail2, detail3), a shield mesh object (used to calculate any shields on the model), a set of debris# objects spawned when the ship is destroyed, and a bunch of control data for firing points, etc (in cob2pof conversion, these were represented by linked lights - I'm not sure if this convention is preserved in converting the other way, you had to jump through a lot of hoops converting a cob into a FS2 pof file).
(It's been about 8 months since I looked at FS2, so I don't have tools installed or handy at present)
Does that help?