if you fix a problem yourself could you just describe how you did it in case anyone else has that problem :)
for anyone who needs to know, it's the Snap feature, "S" is it's hotkey
http://halflife2.filefront.com/file/Half_Life_2_MDL_v37_Importer_V_09_Beta_for_3DS_Max_R6;24424
should work w/ max 8. no animation support though & haven't found a direct exporter yet
Probably the easiest way is to link all the object to a helper. to do this, go into the Create tab, and click the Helper button (tape measure icon). click the Point and create one wherever u want it to rotate at. then on the top panel (below file/edit/tools/etc), click the Select and Link button...
it doesn't use any naming conventions other than extensions (vtf, etc... obviously) when you export/save to smd it captures the name of the material applied to an id, and the id numbers applied to each polygon, you can do the math there :) .
by default max uses the "pivot center" of each object to rotate them individually in a selection group:
if you change the pivot type (circled in red in pic) to the 2nd option (selection center) it'll rotate them all based on the average of all the objects' pivot points:
secondly, you can...
rendermonkey & fx composer are ide's for programming hlsl (dx shaders) much like visual studio and all that noise. you program the shaders & it shows you the results in realtime & compiles them etc.
idd, and just fyi, under I think "edit vertex/geometry" u can select verts & click Remove. I really wish using make planar would let you select an edge/vert as a pivot :(
... theres nothing wrong w/ milkshape. if you know what a vertex is & you don't apply every fkin face to 1 smoothing group like most do, it's a nice quick program. and afaik, i believe it has an exporter for hl2.