Hi Everyone.
Glad you've got it sorted Alan.
My apologies to you all for taking up your time,
and many thanks for your help and suggestions.
Given GMax's widespread & historical use,
I'd believed the creation and mapping task
should be a relatively simple, & easily repeatable process,
hopefully without involving separating surfaces, rotations,
and especially avoiding re-mangling the texture set.
Further appreciate all your perseverance with this modeling malarkey.

Me - I'll stick to Excel data-mangling, thanks.
Manfred -
re: texture sheet complexity
The uploaded sheet was just the alignment layer,
for ensuring that the cylinder's various sectors were mapped appropriately.
The texture proper, currently covers -
- 5 different model type lights,
- forked out to 14 variants, (different sizes/colours/tops/sectors).
The idea being to map one, then save as A.
Vertically reposition/rescale mapping, then save as B.
etc. etc.
These models are to replace effect based lights,
which due to their numbers, (338 off per helideck/vessel),
were inhibiting other more critical effects
from running/displaying correctly.
Thanks again Gents.
ATB
Paul