interesting
maybe an expert rf2 track modder could give you some info about your problem
Can only speak of my own experience (using blender), my usual work flow to get model and all stuff correctly into RF2:
1. Build (or import) entire track model in blender, setup proper 3D normal and base-material names, assign and prepare all associated textures, baking PBR textures etc.
2. Export all model as FBX format (in export dialog, there is a "Transform" option to set correct scale, rotate stuff for specific game that may use different coordinates system or scaling.
3. Import FBX (exported from blender) into 3dsimed, then export all model to GMT format, done. Next step is to setup SCN file and create materials JSON in 397's material editor.
This "blender > FBX > 3dsimed > GMT" work flow can ensure all 3d normal, vertex color info that created by blender are correctly preserved after exporting to GMT.
Note, it doesn't matter if all materials are T1 shader in blender or 3dsimed. As nowadays when work with RF2's PBR shaders, all material settings are saved in external JSON file that generated by material editor that takes priority over GMT's built in material setting.
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About the common issue with losing "pivot point" when exporting objects from 3dsimed to GMT:
The solution is simple, to preserve "pivot point" in object's GMT file, you just need to "tag" the object as "Moveable" in 3dsimed (when working in object mode). If there are many objects, you can tag all objects at once by press "Ctrl+A" in 3dsimed main window, and select
"Objects > Set tags", then toggle on
"Moveable" check box, then export your models.
This has to be done every time when you export object that has "pivot point". An alternate solution is to setup a SCN file with all those objects added in SCN file each with a line says "Moveable=True", such as below:
Instance=post001
{
Moveable=True
MeshFile=
post001.gmt CollTarget=False HATTarget=False
}
Then you can just open this SCN in 3dsimed next time you want to edit some GMT and "pivot point" will be saved after exporting.
This also brings up another issue, if an object has "pivot point" info saved in GMT, but does not have "Moveable=True" line in SCN file of the same GMT instance (as above code), then this object will be placed at incorrect position even though it shows correctly in 3dsimed.
For example, if a building is placed on the surface in 3dsimed, but has "pivot point" z-position set to 1.0 and doesn't have "Moveable=True" line in SCN file, then in game this building will be at wrong position. To fix it, either clear pivot point value (set 0,0,0), or add "Moveable=True" line to this object instance in SCN file. Usually only animated rotation object, RF1's old billboards type object, and post/haybale/cone objects needs to be set with "pivot point" and "Moveable=True" for track mod.