the material name in 3d studio max MUST be exactly the same as the shader path. let`s say you aply a texture called mytexture.tga to your model. then as next step you write a shader file with a shader like this:
models/mymodels/mytexture
{
q3map_nonplanar
q3map_forcemeta
q3map_clipmodel
q3map_splotchfix
{
map models/mymodels/mytexture.tga
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
tcGen lightmap
}
}
so your max material has to have the name: models/mymodels/mytexture … mymodels is in this example the dir with the model
while export check in the dialog window in max following:
-Mesh Definition
-Materials
-Mesh Normals
-Mapping Coordinates
-Geometric