I don't have GMax or 3dmax, and probably never will, as my one experience with Gmax was less than intuitive or positive, plus it really buggers MQO2AC3D conversion's textures. In addition to it's UI being as convoluted as Blender's, if not worse. I've been using Metasequoia and AC3D for over 15 years now, both of them work, they preserve their textures.
I always use the datums for thrust lines and 30% MAC of the mainwing(s) for my 0.0, 0.0, 0.0 points. Something I picked up while modding for Targetware. Finding the actual C/G of an aircraft through online searching is a crapshoot, especially with older WWI aircraft with lifting tail airfoils like French pushers.
I am already cutting the bits apart, the images were just to see if the mapping and 3D scaling was preserved when converted in MshConverter, I still have a lot to learn.
In MshConverter's viewing box, is there a view position that indicates that the model files will be loaded in the correct direction? Like a side view of the aircraft from the starboard wing side?
The other question I'm asking is.. The texture mapping in my aircraft are always well finished before I export them, so there's probably a generic texture entry for each of the .mat files that preserves this? Should I be scouring the mapping forum to find this information? I'd just like a basic mat file that keeps the proper X and Y directions and aspect ratios of the original texturing.