You can always use the Planar buttons in Edit Poly / Edit Geometry. Just press X, Y and Z, and all selected vertexs is at the same place. Optimally you could always script it.
do Reset XForm. Then convert to editable Mesh and convert back to editable Poly again. This should work! Also check backface culling for if you normals are flipped inside out like m4dcow said.
Don't forget you can edit/remove the channels on an object by going to Edit > Channel Info. There are several channels that are used by 3dsmax but the UV's start at 1, 2, 3 ect and are maked by UV in the name.
Yep there is a way. When working on edit poly - under polygon mode - under: edit geometry roll-out there is a option : Hide selected, unhide all and hide Unselected ...should be what you are looking for.
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Can you upload a mesh please, because I just switched to blender a few weeks ago and I don't know how to edit the normals there. It doesn't need to be this mesh, it can be another plane with edited normals. Thanks.
Okay, now it's suddenly showing up when I deleted and added a new material. Really weird, but seems to be working now. Edit: Nevermind suddenly disappeared again when I edited the material's channel texture intensity.
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It's really shitty to edit your posts to remove your questions. Leave it here. Post the answers. Others can learn from it too. Editing your posts into oblivion makes you look like a jerk, whether warranted or not.
Well, thanks for the answers. Luckily enough i did find a fix. Since editable mesh allows for non manifold edges i worked with an edit mesh modifier and exported it as so which worked greatly :smile: Chhers!