Quote: "if i export direct from 3dmax, some normals are wrong"
Quote: "import in 3dmax, reconvert objects to eliminate wrong normals or false info on deformed objects,export 3ds"
I don't really understand. You said you can't just export from 3DSMax, but the final leg of your journey before the converter is straight from 3DSMax. Hm?
And .x files don't really have anything like that. It's a pretty light-weight file. Usually structured something like this:
*Vertex Positions
*Vertex Normals
*UV Coordinates
*Material Face Assignments and Material Definitions
*Mesh Skin Weights (for bone deformation)
*Animation Data
Often, some sections are not written if they are not needed. Unless it's using a binary encoding, you could just open the file up in Notepad or something and check it out. Actually, most .x exporters/converters give you an option of writing the file as ASCII text or binary.