Model units = feet. Current material/lighting setup for mental ray.
8 point lights: 6 on the chandelier, two in the room for extra lighting (the glare shader in the camera output shader slot didn't like exposure control). GI (without FG) was enabled in the renderings. Glare shader was also used (camera output). If you assign mental ray as the renderer, and glare doesn't work or show up in the material editor, see the file 'unhiding_glare_shader.txt'
Maps used for the room (trim, floor, ceiling) are in the \3ds Max xx\maps\ArchMat directory (if you choose to use this room). The chandelier does not use any bitmaps.