You need to adapt your model to game exporting.
First you will need to have only one UV texture map. If you're having trouble you could try to bake the textures from max and then export. The bump mapping (i think its a relief mapping) is only achieved in irrlicht using shaders. The lighting is also notable and the texture distortion is because of the aparent uvwmap (you must have tweaked that inside max material editor, wich does not change your UVMap, but the material projection...).
Exporting models from 3Dstudio Max
I use the directX .X format. Because it supports animations and skinned objects. The most famous exporter is the panda exporter because there is support for the latest 3DSMAX, though it can be buggy
http://www.andytather.co.uk/Panda/directxmax.aspx
.X supports animations and 2 sets of mapping coordinates and Irrlicht uses a native loader, so, even if you are going to work with Linux, the .X format is still an option. so, it is the most flexible choice.
For 3DSMAX up to 3DSMAX9 there is also the B3D exporter, the best format, IMO, because it exports flawlessly, at least, i had much less problems with B3D than with X. The only drawback is that there is no exporter for the newer versions of 3DSMAX.
http://www.andytather.co.uk/Panda/directxmax.aspx
.X supports animations and 2 sets of mapping coordinates and Irrlicht uses a native loader, so, even if you are going to work with Linux, the .X format is still an option. so, it is the most flexible choice.
For 3DSMAX up to 3DSMAX9 there is also the B3D exporter, the best format, IMO, because it exports flawlessly, at least, i had much less problems with B3D than with X. The only drawback is that there is no exporter for the newer versions of 3DSMAX.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt