What you put in the material editor does not have to be relevant to the bitmap you've created, but at least unique compared to all the other shaders.
So, when you make a name for your shader in 3ds max, that's what you will call it when you make it in Guerilla. (The shader which is named in 3ds max, does not have to match that of the bitmap, it has to match that of the shader you create in guerilla)
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