I've also done use mopaq path, running the editor with a new map before preview, etc.
Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.
When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.
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Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.
When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.