Are you certain that you have done the UVW mapping properly? Does the model show a texture in 3ds max? If not, well, that's actually what the error is all about...
Right now i use a half-life smd exporter plugin for 3ds max 7. There are two or more different export scripts for gmax too. As far as i remember the numbering issue i encountered was caused by the import script. In itself it's no problem, but the import script also screwed with the bone weights (1 weight per bone only!) and killed the face smoothing. I can't recall which gmax scripts i used at last, but i do remember that i had to do a weird combination of exporting - gmax->wings->gmax->gmax - using both export scripts.
3ds max 7 works a whole lot better!
For the gmax scripts just use google and search for gmax and smd. I actually never changed the import script. Instead of re-importing to make changes, i use the saved gmax model. Saves me from re-doing the rigging and smoothing.
It's not the coordinates but the coordinate numbering. I looked into it a few days ago since my rigged models showed up all twisted. I'm not sure but i think i solved it by using a different smd export script.
I would not call it a bug until it causes any trouble. If only the coordinate numbering changes, that only means the editor counts different than the modelling tool you used.
It looks like you selected front and rear of the shield and made them a single uv map. Try to map front and back seperately. The more "bent" an object is, the more twisted the uvw map gets. Mark the front as a auv and the back as another one.
Three things i made to learn. I made the sword first to get back into gmax, then the shield to learn proper uvw mapping and then the armor to get an understanding of rigging. I still think that rigging is a nightmare. Thanks to Yoshiboy and highelf for their tutorials.
Re-import the obj into 3dmax and check if there are overlapping vertices or hidden polygons. It also could be because you made the UVW map too tight. 3dmax (or gmax) as well as brfedit have knack for not showing some of the glitches you will find once you start using the models in game.
I had some serious trouble with the smd export scripts. Depedending on which one i used (For Half-life 1 or Half-Life 2) i ended up with either a distorted model or without my UVW map. Either way looked okay in gmax and the BRF editor with the exception of the uvw bug (that was visible in the brf editor). I fixed it by re-importing it again and then exporting it again using both exporters once. Now it seems that M&B can't handle vertexes that are influenced by multiple bones or maybe the importer purges those weights upon re-importing.
Anyway, thanks a great deal and you were quite right - rigging the shoulders is really, really tough!
Nothing to be sorry about at all! Yourstutorials, as well as highelfs, are great. I couldn't have done anything without them. They are actually the first ones that convinced me to do proper uvw-mapping.
Rigging by verts has a slightly different setup to the envelopes. First, at the top of the modifier options you need to tell it you are rigging by verts instead. To do this, tick the boxes as follows:
there are also some display options I like to use to make rigging via verts more easy. So scroll down the modifier to where you have the display options and change them to the following: