First I thought I'd just grab the Taranis out of XR Ship Pack and use that model for Argon, the Red Knight for Split, and the Kraken for Teladi, replacing the battleships added by VRO. That wasn't too difficult! However, I don't like the models from XR that exist for the Paranid because the artistic flavor is very different than X4's Paranid. So, I thought I'd port the Odysseus from X3, maybe make it a bit bigger to match the Zeus. How hard could it be?

I followed this post, but lacking the license for 3dsmax I tried using gmax instead, since I know DBOX2 is compatible with it. I got the ship imported to gmax, and used a Wavefront OBJ exporter script to make a .obj file, which I happily imported to Blender, since Blender can export as .dae and then XRConverter can make the XML from there.
The problem is that the script doesn't make the accompanying .mtl file, so the materials information is lost during export from gmax. As a result I end up with an object that has no textures in Blender. I am hoping someone can help me either figure out how to make the accompanying .mtl file from the .bod file, which I noticed has all the materials information at the top, or to write a .bod to .obj and .mtl converter. The main thing I need is documentation about what the BOD specifications are, so I know how to write a script to read the file. I already have sufficient info about .mtl and .obj. Can anyone direct me to a resource/thread/manual that explains how a BOD file is structured?
As an aside, I could also attempt to make a .bod to .dae converter, but COLLADA has a much larger feature set and is therefore more complex, so that might be a lot harder.
Many thanks!
TL;DR I'd like to know the specifications for BOD files so I can write a script to parse them and create an MTL file for the OBJ.