I don't think this is a Material problem, more an issue with the underlying mesh.
I have a feeling I've seen that model, or one very similar, before - with similar problems.
Basically it's not a model - it's a collection of 54 objects which looks like a model.
Import the .3ds into a new, clean scene.
There are 4 Omni lights at the same point in space which is pretty pointless - delete them out of the way.
Viewport Properties, 2 default lights.
Select "scx_shar 1B" which is the the upper left cupboard door and "hide unselected".
Get rid of the material by typing "$.material=undefined" (without the quotes) into the Maxscript Listener.
Object Properties | Backface Cull (on/checked), orbit around the object and you'll see that the object does not become invisible when looking at the backs of the polys. Very strange because you don't even see the black backface rather than nothing (which I think is what you're seeing when originally imported). If you create a normal Plane object, convert to Mesh, Backface Cull, you will see what
should happen.
Problem is that pretty much every other face seems to react as if it were flipped, but it isn't, which is why you're seeing black triangles.
Put bluntly, that model is a mess and you'll spend a lot of time trying to fix it. Would be good to see some other opinions before you start shouting at the author of the model though ;-)
Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).