"How I Made My Shell In Max And Put It In Pahts" -- a long, drawn out story that will put you to sleep, guaranteed!
I took the shell in Blender and selected everything, then exported it using .FBX as the export format. I then used GPNMilano's way of getting something from Blender to Max, in a thread that I now can't find grrr, we really need to get this info up on the wiki, and I need to make a tutorial for it.
Anyway, there is a program you use called FBX Converter. The FBX version that Blender 2.49a puts out is not compatible with Max 7, and you'll get an error trying to import it. FBX Converter allows you to convert it to a version that Max 7 understands.
Once I've converted the FBX file to a FBX version that Max 7 likes, I import the shell.
Now the neat thing about this is: I love building in Blender, but I HATE building in Max. This way I can build my objects in Blender and import them into Max.
There are a few other ways to do this too: you can export your objects one at a time from Blender in OBJ format and import them one at a time into Max is another way.
Once I had the objects in Max, I then had to give them each materials and textures, and assign the plasma components (ALCScripting in Blender will not be exported and is not used by Cyan's Plugin).
I had a spawn point in the shell itself so I could test it by itself, and when ready, exported the shell from Max. At this point it's MOUL:a ready....meaning it won't do anybody any good! hehehehe.
So out comes Drizzle, and we convert my MOUL:a ready shell to Uru:CC/POTS ready. Link in and test.
It's not something you do in just a few minutes, but I wanted to use a few things in my shell that Cyan's plugin has, but the GoW Plugin does not: Particle Flocking (the kemo bugs), and the Distributor Tool (all the ferns you see are actually one one fern I made...the tool then distributes them throughout the shell floor. This is how all those bushes you see int he desert in the Cleft got there,
While I could have most likely achieved the same effect for the bugs by hacking into the prp file, I wanted to keep the building process in the 3D program. Prp hacking is not for everyone (see my signature about the plKey for "Crud" ), and what little I know about prp files makes me more dangerous than helpful when using prp editing programs like PrpShop.
Edit: just saw Aloys post, here's a video shot I use in my tutorial for Particle Flocks. I used my shell as the tutorial example:http://www.youtube.com/watch?v=9_YaAfF_fQg