So you got your .MOD files, I hope you exported each object as there own .MOD file.

Note: You can't have two objects with two different textures in one .MOD file.

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Creating .TRK Files
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1.] Before you read step two - scroll to the top of this reply, and make sure your .mod files are like I explained.
2.] Copy all the .mod files to your "Source Folder" of the track your wanting to create (note: your track creating tools such as mkworld, mkflt, etc should be in this folder also)
3.] Open the fooland.txt file, and scroll to the bottom where you see the lines beginning with "modobject" Example "modobject(wall.mod, 3, 0, 0)
4.] Now, you want to change the wall.mod to an object.MOD that you exported from 3DSMax.
5.] Now, replace all the .mod files located in the fooland.txt to match the .mod files you exported from 3DSMax.

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Optional Fooland.txt
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Note: This is optional, especially since it's your first track. This is the part where we change the original AI & SF-Line in the fooland.txt to your AI & SF-LINE information. Please note that I'm not going to explain how to create geometry in this section of the tutorial.

6.] Scroll to the top of the fooland.txt.
7.] Replace the original AI Path with the AI geometry that you created in 3DSMax.
8.] Now do the same to the S/F Line path.

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Explaining Fooland.txt
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The only thing I'm going to explain now, are the numbers after these lines in the fooland.txt. The lines being:

1.] modobject(track.mod, 0, 0, 30)
2.] modobject(infield.mod, 0, 0, 20)
3.] modobject(wall.mod, 3, 0, 0)

Alright, the first numbers would be:
track.mod, 0, 0, 30

0 - The only thing I use it for, is for non-drivable objects.
0 - I have never messed with this number, I suggest you do the same.
30 - This number is for Dirt Surfaces only.

Second numbers:
infield.mod, 0, 0, 20

0 - Same as above, non-drivable surfaces.
0 - Same as above, never changed it before.
20 - This number is for Grass Surfaces only.

Third numbers:
wall.mod, 3, 0, 0

3 - This number is used for non-drivable track objects.
Note: I use the number 3 for walls, grandstands, fences, haulers, etc. I have never changed this number. If the .MOD file is non-drivable, it'll always start with a "3" on the modobject line of fooland.txt
0 - Same as above
0 - Always use 0 for this number, if the object is a non-drivable surface!

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Well I hope I explained this well enough. I know it sounds confussing, but if you really read it and take your time - I promise it will lead you in the right direction, and you will turn your 3D Studio Max v3.1 Track into a Track ready for Nascar Heat.
