I think I'll have to look into this XSI mod tool as well, thanks Bingjack.
Well, if you're lucky enough to have a current copy of Max, it'not something you're likely to benefit from. When Valve *really wanted* people to mod their game and new Source engine, they worked with softimage to release a free version of the soft as well as export tools for the community, and it paid off well. Obviously, Valve/Half Life 2 is a high water mark in community modding.
It's basically like a free form of XSI, with limitations improsed on anything not explicitlty required for Game modding. For instance there's a polygon limitation, but it's nothing that s going to inhibit the kid of models needed for Elemental. No mental ray, obviously, but again, that would be extraneous. But you can model , animate, and texture characters and enviroment models, and export them for your game.
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13571257
Shockingly, Autodesk has actually continued it, and allowed it to be updated. It's got exporters for Unreal, Cryengine, Source, and other popularly modded game engines, exports to XNA for Xbos 360 development. It's not going to compete with a full fledged high end animation package, but the point is, it's freely availiable to everyone, technically it's all you *need* to do the work and also Lightwave, C4d, XSI, Modo, what have you can all do work in their respective applications, and bring it there to prepare for export to the game. I'd actually vastly prefer this to Blender, if for no other reason than Blender is kind of a nightmare, and also, selfishly I actually understand the software it's based on.
I think it's one thing to say, "those of you who own or pirate a specific $4000 program can mod the game". But if you *really* want to base your game around community modding, accesibility needs to be a concern.
[note: I'm only wringing my hands over the scant little that is actually know about modding at this point, I have no idea what Stardock's *actual* plans are]