Making a beam in 3ds Max 8

Open 3ds max, Click on Create/Standard Primitives/Box.

Stretch out a box from left to right by holding the left mouse button. Let go and click once only. Move over to the right and resize it to Length 10.0, Width 200.0, Height 10.0.

Now click on Modifiers/UV Coordinates/UVW Map.

On the right choose Box.

Move down the right and click on Bitmap Fit and on the floating screen browse to your dds or tga texture, click open.

Click on Fit and the orange lines will reach the end of the beam.

Press M and choose Diffuse in Blinn Basic Parameters.

On the floating window that comes up choose Bitmap at the top and choose your dds 0r tga as before.
Once chosen click on open.

With your beam still selected and Material Editor still open, click on the small chequred square then move 6 places to the left and click the Assign Material to Selection button.

Now press F9  to get a preview of the finished beam.

To export the beam select it and click on the small hammer top right and choose Reset XForm then down to Reset Selected

Now move to the left and click on File/Export Selected

Browse to your folder and move down the list of exporters to z3d [*.Z3D

Type in the name of the beam and save

 Save as your z3d version. Do not save as z3D 0.6 - Luge and earlier as they won't import into LOSV. They are too early, perhaps for DD1 or even earlier games.

Here is the finished beam in a map. Good grain on all sides