
Originally Posted by
hlewin
If you manage to do so. I googled a while ago for a .max-importer for Milkshape without success. I take this as a sign of that not being too easy. The file-Format may Change with the max-versions if you're unlucky. If you have Access to 3d-studio or the Artist exporting the models in the ASCII-Format would make figuring things out much more easy. If you are to try to Import the binaries, maybe a look on some ASCII-exports and/or an importer for those might make things easier.
I do not quite know what your question is aiming on: You would Need to figure out how .max-files are organized, yes. Such things can, as said, be quite tedious. If you manage to do so, you would some auxillary libraries to manage Image loading for textures and maybe some math-library to handle the Import of animation-keyframes etc. (I do not really know how those are stored in .max).
That's the importer-side of things.
You will, of course, Need to define data-structures to use throughout your Project to deal with meshes, textures, keyframes and so on. OpenGL does not define anything directly usable.