Here's a sneak preview for my Marshalls plates:
http://dl.dropbox.com/u/4435031/Dave's_Plates.zipIf you look at the file structures and static.ini entries, you should be able to get an idea of how it works. I came up with these working from KevinP's airfield plate tutorials.
One important note: With the way the textures are mapped in Gmax, there is a 64-pixel border of "unused" buffer space around each texture in the plate. This is done to avoid gaps, or seams, in the plate once you assemble it. I'll try to illustrate that with the following two images.
The white space in the middle is what you want to focus on
Then, once you have painted in the white space, continue your runways (or whatever you might be drawing on that particular texture) at least part of the way into the red 64-pixel border area to eliminate join seams between textures. Again, all this has to do with the way Gmax does the UV-mapping. I have no idea why it does this, I only know the solution to get around it.
As an example, I give you the #11 texture from my Wotje plate (white area is actually transparent in the .tga version of this)
When you don't leave the 64-pixel gap, this is what happens (the stuff circled in red).
I hope this isn't too hopelessly confusing. I need to go to bed, I'll try to clarify this tomorrow. I've also just realized I may have lost all of my airfield's master texture files. F@#%!