I'm afraid you've just found the difference between raytracing (rendering) and object modelling.
When you render a scene in 3DS it is performing all those calculations for you - it's shooting light into the scene, checking for bounces, working out the colours, seeing what reflects, applying all of the other things you might have (fog, lights, particles, etc) and then it displays the end result. All of this math takes some serious time. When you export your 3DS file what it does is export all of the data that creates the sword (i.e. where do all the polygons go, how do they link up, etc) and that is all DB can see - it doesn't see all the lights or reflections you added, it just see's the structure of the object itself.
This is how pretty much all games work. Any special effects you see in a game are either faked
or performed using coding techniques such as environment mapping or pixel shading.
This is quite logical when you think about it - your sword probably looked superb when it was rendered, right? So why don't most games look that high quality and reflective, etc?
it's simply because it's not a fast enough way to do things.
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming