To be sure that the level you are modeling will be exported correctly, you must follow these guidelines. The ones marked as "Required" are necessary. If you don't do that the level will not export.
Set the sector name by clicking on File>File Properties. Select the Custom Tab, enter this data:
Click on Add.
2. Starting Position (Required)
Every sector in CS has a starting position, this is where the player will appear. To set that we use the position of a 'Camera' object placed in the Max scene.
Click on Create->Cameras, select 'Target', place the camera where you want the starting position to be. If multiple cameras are present, the exporter uses the first one.
As a general guideline one object in Max is exported as one object in
CS. The type of object exported depends by the name you give to it. If
the name starts with any chars not included in the categories below, the
object is exported as a standard mesh object.
Both Standard Materials and Multi/Sub Materials are supported. The name of the texture is NOT important, the exporter looks at the actual filename attached to the material. Features like bump mapping are not supported for now. Please define all your texture just with the "Diffuse" option, attaching an image.
For trasparent textures see Invisible Faces in the object section.
Here is the file properties tab of a room with some ambient light
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