btw, just looking at your comparison, make sure you are comparing apples to apples. in Blender, put the box on a stage like you did in Max, (a bottom, back and side plane) and put a light above it so it shines like in the Max.
I know how to flip normals and blender indeed flips them, but my problem is that it renders them incorrectly, as everything was two-sided (and trust me, they are not). That rendered picture is exactly same .3ds and it’s actually made with Blender, then exported to .3ds and then rendered with Max.
Lighting and other differences are propably caused by bad exporter or differences in renderers, but they are not my problem.
I just want that 3d view to render all polygons correctly. Really makes me angry when single sided polygons are rendered as two-sided.
Both renderer and 3d view do this.
What you are trying to do is called back-face culling. It is standard in Max but in blender you have to be clever. Zero-D has generated a material that will allow back-face culling and posted a blend. You can find a copy here backface.zip