When you want to manipulate their positions you have to manipulate the cluster_x.xml file in the assets\environments\cluster. clusters-Systems: cluster_a-Maelstrom, cluster_b-Albion, cluster_c-Omicron Lyrae, cluster_d-DeVries. There you get the x, y z coordinates in a mathematical way (big numbers you get in this way: 1,76654E+07, stands for 17665400).
If you want to see the Sector in gmax: (my way is is not very easy to use, but it works) you will need blender, gmax, the xmf-dae Converter can be found in this forum, and a plugin for gmax to import .obj files (google it, easy to find)
Convert the whole cluster into a .dae file, import it into blender. Then export it into a .obj file. Start gmax, and import it via the script you installed (there is a guide with all you need:
http://www.katsbits.com/tutorials/gmax/ ... models.php there is how to use a script, and the scripts can also import) The whole cluster now is imported into gmax as one object, but you will see what planet is what. now, when you go to Elements, you can select and move the planets. in the bottom you will get the xyz coordinates (ber carefully, after moving, undo and redo the moving with -edit- because gmax first will show you the old coordinates) These are the coordinates you can put back into the .xml. Search for the planet mesh you moved (look at the map names, then you will find out, what planet it is- but don't manipulate this map name, it has no effect).
How to get the game use this cluster_x.xml file in the game as extension? Look back in this Thread, there you will find how you get them and manipulated Planets into the game without patching
important: when using patching: be careful, game uses the cluster_c_v5.xml instead of cluster_c I think, although they are completely the same file.
greetings, MJ Fire