Why should we use lod0 or something similiar?
We have the source files, we don´t need to re import them to max?
I'm asking for myself

Sorry my question is pretty confusing, it's hard for me to phrase it in a way that's easily understandable. My question has more to do with hierarchies and export/importing meshes in 3ds max.
When I'm importing meshes into 3ds max, I use the PoE tools to import the .con files.
m4a3.con for example

when I upload this I get gemo0 (first person model) +all its lods. geom1 (3rd person model) +lods. & geom2 (wreck model) +lods.
If I take geom1 lod0 (and everything under that (turret rotational bundle) etc..) This mesh is what the 3rd person tank model looks like (for the most part) in game. right?
everything except the tank tracks.

The tank tracks and wheels are warped or not entirely there on some tanks. I'm assuming the tracks get this way after exporting the tank and has something to do with animated polygons?
I'm wondering why do the tracks get distorted like this? I'm also wondering if there's an easy way to take this mesh and make those tracks look the same as before they were exported (as it would in a news render for example)
I'm doing this for my own curiosity btw and not looking to re-export this or use the model for anything other than my own work.
Sorry if I confused you guys, and this didn't seem like something I would start a whole new thread for seeing as it's just my own curiosity. It also seemed to fit in this thread.