1. i need to make the models, with no more than 5k polys...
You mean less than 2000 if you use bone animation and want to attach stuff like tires / tower to the base "body" + bones
2. i can make one animate mesh, and split component in blitz?.
Yupp. You can attach the tires etc to the bones and they will be transformed when the bones are (-> rotated)
3. to make more than one vehicle, i must copymesh, no load for each vehicle....
Use CopyEntity. CopyMesh will drop animation and bones. It only copies the geometry of frame 0 (-> the collision mesh)
4. no use vector, and use types... is correct?
Normally vectors are done through types as you most likely want to create functions that use vectors. But depending on what you want to do, the TFormPoint / Normal / Vector functionality might be suited as well
5. use only one texture for each class of vehicle..
You can use more. If you mainly have the tanks and few textures and use copy entity, it will be less surface intense than it might look at the first look
6. use a proxy to make the collision of each vehicle..?
You don't need to create a proxy. Moving objects need to be ellipsoid collision anyway. for the projectiles to do mesh collision use PickMode and linepick (between the projectiles current position and the one at the next frame -> very short distance, lightning fast)
7. if i use terrain blitz, what is the best way to make the vehicles alling to the terrain? (i use 4 cubes to alling)
Vertical linepick -> pickedny and align that to the vehicles y axis
8. the vehicles lods?, how is the best to do that?...
There is no best, but I would assume that the simplest is through types. if you store handle(typeinstance) in the entity name, you can easily cast it back to the type by using object.lodmeshtype( entityname(typeinstance) )