Maybe a format exporter that PCS2 can import? All you would need to do is generate a certain format (POFMAX for example), export the MAX data to that format. Then have a PCS2 importer that'll read POFMAX and let PCS do all the dirty work
You can already do that. Export as 3DS and use 3DExploration to convert it to COB.
I do not know about you, but I would really like to see this plug-in work for Maya. I don't use 3DS (yet), I use Maya. With Windows Vista out (which I use), it's been very difficult to convert any models from Maya to 3DS just to export them with the POF exporter. Additionally, now that FS2 is working with normal mapping (and not bump mapping), surface sampling is insanely easier on Maya. I believe the only alternative in 3DS was to use ZBrush. And quite frankly, because Maya and 3DS have different orientations (Y in Maya = Z in 3DS), it's easy to promote a problem. Finally, now that normal mapping is being used in FS2, hardware rendering (which can show normal mapping results in real time without having to render) in Maya further promote the interest to have the plug-in work in Maya. But that's just my 2 cents.
Oh, and one more thing. SCP should seriously consider upgrading the render engine from Normal mapping to Parallax mapping at the least (I would even suggest Steep Parallax Mapping). http://graphics.cs.brown.edu/games/SteepParallax/index.html I say this because there's now a new mapping tech out called Vertex mapping, which from what I understand, provides the same results found in Steep Parallax Mapping while using 90% less resources which would normally be used in Steep Parallax Mapping.
FS_SCP doesn't even support bumpmaps, not to speak of normal maps!
Currently, the engine currently undergoes a deep overhaul. Direct3D will be probably ditched, and a more efficient OpenGL code will be implemented. - that will be in the 3.9.1x series.
By 3.7 the main new graphical feature will be a material system, a possibly shader support.
Right now the engine has 4 maps/textures applied to a surface:
-Base/Diffuse map (since glow maps can be turned off, it is recommended, to draw self-lit areas in the base map as if way they were unlit, so lights, etc. will look as if they were switched off.
-Glow map: when the glow map is turned on, the parts on it will be always full bright.
-Shine map: the map tells the color and intensity of white light reflected/glinted from the surface. (Can be used to give a rough/smooth, metalic, plastic etc. feel to the surface, and acts as a rudimentary bumpmap).
-Environment map: reflectivity of the surface.
Preferred format is 32-bit DDS with mipmaps pregenerated.
How these render passes will be implemented in the material system I don't know, however it holds the promise
of a more streamlined and efficient rendering.
PS.: PCS2 (POF Constructor Suit 2) would eventually support an intermediate format with Max and Maya. More details in the relevant thread.