If you have access to AC3D, export the items separately.
Parsing a 14GB file is likely slamming your memory limit for a 32-bit app (Wings3D).
Exporting separately should maintain the locations of the separate items wrt world origin, so they should import into their proper locations.
You might also consider, if you DO have access to the source file in the source app (AC3D), to try and limit the number of exported faces in those items that have lots of polys. Things like the furniture are likely modeled with higher order surfaces (lathed splines, sub-d, lofted curves, etc.) and these items usually have some sort of "resolution" setting for when they are converted to triangles on export which, 3DS is an all triangle format... just one of the MANY known limitations of the 3DS format.
On the subject of the 3DS format, these items that have "lots of polys" must be made of many separate objects since there is a hard limit on the number of discrete faces/vertices in an individual object in the 3DS format. (~65k per object). Also, be aware that any assigned materials or textures that have names/paths that violate the (ancient) DOS 8.3 file naming convention will have there names truncated in the 3DS export, and will appear that they are no longer referenced.
Parsing a 14GB file is likely slamming your memory limit for a 32-bit app (Wings3D).
Exporting separately should maintain the locations of the separate items wrt world origin, so they should import into their proper locations.
You might also consider, if you DO have access to the source file in the source app (AC3D), to try and limit the number of exported faces in those items that have lots of polys. Things like the furniture are likely modeled with higher order surfaces (lathed splines, sub-d, lofted curves, etc.) and these items usually have some sort of "resolution" setting for when they are converted to triangles on export which, 3DS is an all triangle format... just one of the MANY known limitations of the 3DS format.
On the subject of the 3DS format, these items that have "lots of polys" must be made of many separate objects since there is a hard limit on the number of discrete faces/vertices in an individual object in the 3DS format. (~65k per object). Also, be aware that any assigned materials or textures that have names/paths that violate the (ancient) DOS 8.3 file naming convention will have there names truncated in the 3DS export, and will appear that they are no longer referenced.