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FS2004 BGL_LIGHTs are exported from GMAX with no coordinates, sdk2k2

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118
Hello.
I have a file with quite a large amount of BGL_LIGHTs (about 15k). When exporting all of them from GMAX via sdk2k2 only 1496 lights are exported with coordinates:

BGL_LIGHT LIGHT_NAV, -1484.749, 0.001, -743.708, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1494
BGL_LIGHT LIGHT_NAV, -1549.162, 0.001, -705.292, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1495
BGL_LIGHT LIGHT_NAV, -1613.575, 0.001, -666.876, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1496
BGL_LIGHT LIGHT_NAV, -0.389, 0.000, 0.389, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1497
BGL_LIGHT LIGHT_NAV, -0.389, 0.000, 0.389, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1498
BGL_LIGHT LIGHT_NAV, -0.389, 0.000, 0.389, 20, 0.60, 0.40, 0FF00FF00h, 0.000000, 0.000000, 1.000000 ; source poly num = 1499

Those are particular 1496 lights, not first 1496 in each file. If exporting even one light not from those 1496, it will be exported with no coordinates, so this is not a poly-related limitation error. I haven't seen anything like this before. The file was actually created in Max and converted to GMAX via 3ds format, but all the polygons and materials (LIGHT_NAV_***) seems to be correct.

I would highly appreciate any help and tips.
 
What I did is split all models to several gmax-files and export them into separate MDLs, then copy/paste data from each ASM into one.
 
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