I'm not sure Apex i'm sure there is a reason for it, i never was deeply into the development of this (which is why i never bothered to keep up) but its been around since like '98 lol so good to see it still going.
as for coding DirectX Exporter for DB/DBP for all of the open source modelers would be a massive undertaking. You have to learn how each modeler handles and deals with animation, the native format, what information is passed where, the size differences (as people hate wrongly sized exporters)
i mean so far i've made 3 exporter/importers for Milkshape, 1 for Max and 1 for Softimage ... and each took me a good week just to learn what did what within the SDK's - and what data needed to be grabbed. Oki perhaps if i had an ounce of memory it would help cause i wouldnt have to checkout refference material each time - but it isn't as simple as say as just exporting face&vertex data.
Worst part is most handle bones TOTALLY different, so although you could export a static mesh quite easily - exporting it animated would be a whole extra bag of chips ... and you know if you make an exporter people would bitch if it were static only. (infact i know they do with even the big products)
also you have to setup the UI in a way that idiot proof, i mean just look at the amount of people who can't seem to grasp JAT's DirectX Exporter for MS3D ... its insane how many idiots want to create art.
The cheaper they are the more idiots it attracts too.
(arugment about max having the most, remember how many people actually pirate it
)
as for Gmax, i'll try to find a site i have tucked away which has Gmax maxscripts (or you could get a semi decent C coder) as i remember someone made some export script with it - one i liked was the Quake2 one hehee was pretty ingenious lol
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