Yeah most of the modders I know use XSI instead, but Im more comfterble with 3ds, and the process for adding textures and hardpoints seems much simpler in 3ds, no convoluted texture linking, and phong is simply created by selecting it from a dropdown. Tangent is still in question, the 3ds plugin converts to .mesh an this video tutorial didnt mention the tangent for the 3ds process so no worries I guse.
That aside my last real issue is knowing the true rotation of hardpoints in max as once rotated, no matter what direction, max always shows the arrows of hardpoints (dummys) in the same rotation when you click them again.
Heres an example, the hardpoint is clearly roated 45 degrees, yet the max arrows say otherwise.

This is especially annoying since I thought all the other hardpoints (above, center, aura, cannons..)were already facing forward, but it looks as though the true direction is not reflected by the xyz arrows in the view ports.