Let's end this thread.
There is no need to convert .3DS to .msh if you are using Blender. Stainless is correct saying that 'it's the normals'; it's the VERTEX NORMALS that caused my problems. Face normals were tested at one stage during my investigation but there were no apparent problems with them. It was the normals on the corner vertices that were overloaded, so to speak. The cause of the problem was similar to that identified in the link below.
The normal for each vertex should be parallel to it's associated face normal. Ideally separate vertices are required for each face that meets at a corner - giving three vertices at some corners. The uneven textures do not always show up under different rendering/lighting conditions but GMax, Stainless IL-2 Modder, MeshLab and, of course the IL-2 game engine can reveal the defect. Thanks to Stainless who was ready to start to pursuing this problem again.
To fix a model in Blender: select the Object, Modify /Edge Split /decide a suitable angle, say 88deg /Apply; then go into Edit Mode /select all vertices on the Object /Mesh /Normals /Recalculate Outside; then export Object using BlendyBlendy Exporter. Other methods may be used see
http://gamedev.stackexchange.com/questions/7502/how-do-i-fix-this-weird-lighting-problem.
One more thing - check the scaling of objects in Transform Properties. If they are different it will probably mess up the lighting in game. To normalize the scale of an object - select object, Ctrl+A, Scale to ObData.
This topic is now definitely solved.
EDIT: added scaling fix