Arno,
I found a weird bug that took me a day to work out how to get over it.
I apologize in advance for the long post but I thought that if I explained the whole process it might help you diagnose what is going wrong.
First of the mdl is an FSX one.
So the issue relates to texture switching. The texture involved is hsai_m2000_l which is used for both the canopy reflection and the slime lights.
There are two entries in the Material Editor for the texture. The first or top most is for the slimes :-
The second or bottom of the two is for the reflections :-
One thing to note here is that the Diffuse color has the fourth parm for opacity.
One other piece of setup info is that when searching on the texture you can see that the MP is set to the top definition, for the slimes. The canopy parts were set to the bottom definition for transparency.
After removing a couple of parts that are not working in FS9 and without touching either the Material Editor or the relevant parts. I exported. This was successful.
So I imported the FS9 mdl. What I notice straight away was that there was no reflections on the canopy and the slimes did not show in night render mode.
Now I know that the reflections for FS9 are really unrealistic in MCX but they are very obvious. So I started hunting around. This is what I found :-
For the top definition, slimes, apart from the fact that the Emissive texture had been dropped the Diffuse color had acquired an opacity parm. I could not either add the Emissive texture nor remove the extra parm from Diffuse.
For the bottom definition, reflections, the opacity parm had been dropped from Diffuse. I tried several times to correct the definitions and re-export but to no avail when I re-imported.
I then found another factor :-
The definition used by the slimes no longer used the first definition but the second. When I checked the reflection parts they were now the first parm.
I won't go into all the options I tried because this would make a long drawn out description even more confusing. I thought about it all for a while and decided to try something radical.
The ONLY thing that I found to work was to replace the definitions of the top, slime, texture with the definitions of the bottom, reflection, texture and replace the parms in the bottom def with the ones from the from the top.
However, this changed the MP settings so I then had to swap all of the appropriate materials over. So the ones using the top definition were swapped to the bottom and the ones using the bottom were swapped to the top.
One final hurdle was to get the night slimes back. The answer was to clone the hsai_m2000_l.bmp to hsai_m2000_lm.bmp and add that to the Emissive texture and it would accept that.
The final result:-
The canopy appears as chrome in MCX but in the game it appears fine.
Hopefully I laid this all our well enough to help you find the bug but I will answer any queries if you have any.
It goes without saying that I can supply the original mdl and any conversion or textures that you may find useful recreating the problem.