I guess the big question these days is, what all does Blender currently export to? Maybe there's something it'll export to that gmax will open natively for export to .MOD..
My thoughts when pursuing the .mod plugin for gmax were 1. It should be easy as it's basically just a recompile of the 3DS plugin. You just needed the gmax SDK. and 2, everything exports to .3ds which gmax can import, thus allowing for models to be made for SFC on free software.
I never cared about people being able to export .mod to other formats, which is where gmax falls short. I'll be honest. I'm still not concerned with people being able to get SFC models into other games. You can get Milkshape for really cheap to do that. Honestly, if Milkshape was capable of fully exporting to .mod I wouldn't have worried about a plugin for gmax. The Milkshape plugin is a bit of an abortion though. It's better than nothing, but not very good. There's also "Ultimate Unwrap 3D" (
www.unwrap3d.com) which will open .mod files and save in tons of formats. It's also one of the best and easiest to use UV mapping tools around. It's not expensive either, $50-$60 USD, depending on version. Brad Bolthouse, the developer, is a pretty awesome guy too, IMHO.
Anyhow, has anyone approached someone who can do Blender plugins to see if they will/can do it? We have the 3DS source, if that would be of any help. My advice is if you really want it pop on over to the Blender forums and see.
Edit: Sorry, got a bit offtrack. Atheorhaven, the reason people want a .mod plugin for Blender is for importing .mod and then exporting to another format.