For the wheels, take a look
here to see how they work. Right now, your missing the traction zone so even if you got it to export, it wouldn't work.
For the weapon, take a look
here to learn how to create each component separately. Be sure to make a collision mesh for the weapons otherwise you'll have problems with lag but for some of the other components might be able to get by with using the display mesh (by setting it to "(null)" after getting it in a gmf).
To edit each component after getting the data out of 3DS Max, take a look
here. You may be able to figure out what I meant by "(null)" there, as well as how to skin the component, and some other very useful tidbits.
Looking at what you posted in your
other thread, all you really have left to do is: (more information about each step can be found scattered throughout the tutorials listed above)
- Resize everything (make it smaller).
- Highlight one component (each component needs to be in one piece) and export it using the exporter.
- Transfer the mesh from the text file into the skeleton gmf (one gmf per component).
- Manually add the attachment points and RBCOLLECTIONS.
- Compile the GMF.
- Make a text file for the component.
- Repeat Steps 2-6 for each piece of the bot.
- Assemble the bot in RA2 using the components you made.
If you have any questions, feel free to ask. At first it may seem overwhelming but after a while you will begin to see patterns (such as questions where you are answering 0 or 1 (which mean False and True in programing) or why the GMF is formatted the way that it is). Personally, I don't use 3DS Max but I have read and understand
all the tutorials that I listed and there are many others that can answer your questions (especially when you are specific as to what your problem is).