Here I have drawn in plan my new wall of closets, and extruded them up to the height I had previously. Then I patched above the entry door as I had before.
This looks familiar. Now here is an FYI. The patch is great for some things, but when I apply a material to it in 3ds Max, it will look disjointed. If I'm not going to render this view that won't bother me, but if I am going to see it, I had better fix it. This goes for any of your constructions. If it is big/important/going to be seen in renderings, try to fix your surfaces so they are contiguous!
First I will explode my walls. Then I will make a new surface using corner to corner in the front view. (watch the other views to make sure it snaps to the correct points) Next I will split this new surface using the small surfaces that make up the door opening. I can then delete the disjointed surface pieces so my wall looks smooth. And I'll do the inside face of the wall too...
There are three closet doors that I need to patch up too. So I drew a line across the top of the entry door and copied/rotated it over in the top view so I know where my closet doors stop.
I created a surface in the Right view and split it using the small surfaces that make up the closet door openings. Then I can delete the old surfaces that made up that wall, and voila! It is a nice smooth wall with right-sized openings and no strange disjointed seams.
Now, I don't have to do the insides of the closets, but since I'm so darn picky I will. Create a surface in the Right view, closely watching the Perspective and Top views to make sure the thing snaps where it should. Then split it using those same small surfaces as before. Repeat, repeat. Done. That wasn't so much work. Also, FYI, I don't think I will re-join the walls together unless I find Max has a problem with them. I think they will look better unjoined.
I thought I'd go over patching a wall one more time.
set to Link
Here I have a wall I've drawn with polylines and extruded up 10 feet. I inserted the door from before and gotten it into the right
location. Make sure Link is selected. Type Block to get the block manager and update any changes you might have made. In the block manager select Always update blocks when opening this model.
I'm going to adjust the door now so that it is the correct width. Highlight what needs widening, and type Sc and wait... then choose Scale 1D from the list of choices. (just about any command can be brought up this way so if you don't remember specifically what its called, start with a letter and see what the choices are) First it asks for the origin point, and then a reference point. Whatever dimension you type will move the reference point that distance away from the origin point. (so you have to know the final dimension you want it to be!)
Now my door doesn't jive with my frame, BUT the FRAME is what moved. And if I want to prevent lots of problems in the other file, I have to move the frame back to its original location as much as possible. So I'm going to move the frame to the correct location with respect to the door.
lower left corner of assembly at origin
Note: when inserting blocks notice where the insertion point is. It is at the Origin in the block's own file. Creating the block at the origin will make inserting blocks easier. I will now move the door to the origin, and this means I'll have to move it in the other file as well. Now the block's insertion point will be at a known location. I will go to my new file and move the door into place after updating it in the block manager.
move surfaces to outside door assembly
The door assembly is bigger than the opening I have provided. That is because the door is more correct than the plan I initially drew. I wan the door itself to be 3 feet wide, so the opening has to be wider than that to allow for the frame. If you ever build in real life you'll learn this quickly. "In order to join things you have to separate them." Also, I want my door 2 feet from the other wall, so now I have to move the door again and then make the opening bigger because the opening is in the right location. I can either delete the polysurface walls, edit the original polyline and re-extrude the walls up... or I can explode the polysurface walls, move the short bits, split and rejoin. Since I still have a hole to patch I will do the second option because I will have to explode and rejoin the walls when I fill that in.
moving points on lines
When I move the short surfaces to the right location I can still see the original lines in the wrong location. I'll fix that later. Here we see the split pieces that will be deleted. Now I turn the control points on the polyline on and move them to match the surfaces I just fixed. And I delete the short surfaces I split the other surfaces with earlier because they will not be seen and aren't needed. Then I make a surface using 3 points. Copy that to the other side, change object layer to match the rest of the surfaces and then I can join the surfaces all together again if I want. In this case I will do so.