Vector3 pos = new Vector3(-(startY + y), tData[startX + x, startY + y], (startX + x));
tVertices[y * w + x] = Vector3.Scale(meshScale, pos) + terrainPos;
These line make pos's x negative first and add terrainPos is not right.
Need Add terrainPos first then make pos's x negative. Becasuse it make world position right first then do negative to make it right in 3DMax.
God~ T.T