I recently tried to export a model built in 3ds Max as a nif for BC. It's about 27K triangles and it's 51 separate objects, not a unified mesh. I ran an STL check and there were no mesh errors on the entire model. However, when I tested it in game the game crashed immediately when the ship took damage. I looked at the voxelizer debug and saw that the model had hundreds of double sided triangles. I thought this might be because the mesh isn't unified, but I did a little research to find out if this was really the reason. My NX Excelsior is made up of about 100 different objects and is over 28K triangles. It also has lots of mesh errors, but it has only 94 double sided triangles. While this isn't great it isn't crashing the game or causing any major damaging issues either. Then I looked at Wiley's TOS Enterprise model. It's over 28K triangles and is not a unified mesh. But the voxelizer debug says it only has 8 double sided triangles. I've also seen a 6K poly model that is just 2 separate objects but it has 102 double sided triangles. So as it stands I can find no correlation between poly count, mesh unity, mesh errors, and double triangle count. I really want to get this model to work in game, but I can't find out why it develops all of these double sided triangles when being exported to nif format. Is there something I missed in the export process? Is the nif exporter for Max 2010 just crappy? Is it simply luck? I even tried booleaning my entire model together but there was no help there. Has anyone else run into this issue?