A short while ago I looked into helping out some of the third party modders with their projects as I am reasonably proficient with modelling in Blender, and texturing in Substance Painter and Photoshop. Sadly the 3D file format used by Falcon BMS can only be generated with exporters using 3DS Max. While it could be possible to develop a workflow where the majority of the 3D modelling, UV unwrapping and animation is done using Blender, one would still need to export/transplant everything in 3DS Max, get it working and then export.
I sadly do not have the time to develop that workflow. I studied older threads to try and find examples of how it could be done but I could not figure it out. If there is ever anyone that has the capability, will and time to develop an exporter plugin for Blender that would allow us to bypass using 3DS Max altogether, please let us know. I do not have anything to offer in return directly, but I will help out some of the campaign/theatre developers by contributing a 3D asset or two in the process.
In my view, Blender is easy to learn by newcomers, easily accessible and free, and with some clear examples/tutorials it could help breathe some new life into Falcon BMS by enabling the community to update some very old models or creating new ones.
So if someone is out there that can make this happen, please consider it. It would be awesome if you could.