Ah, the export script. I had some fun with that.
First, be sure the number of polies per model is under 512.
Next, the model(s) have to be converted to Editable Poly.
Then we go to the Utilities tab on the right pannel, click MAXScript, and click Run Script. Find that 3DO exporter, open, click on the drop-down under Utilities and select Jedi Knight, and there it is.
Finally, set the Scale to 1, and Save As...
All this is based on 3D Studio Max 6 sp1, and 3doExport 2.0 (2005-09-02).
Now, if all went well, you should be able to open your new found model in ZED. Good lord that's big! Never mind though because we need ZED to fix things. You should go into Tools -> 3DO Hierarchy, delete everything that is there and re-export (maybe save a JED file as well). Now in some other 3DO program, like 3DO Converter, scale the thing down. Why not in ZED? Because it doesn't keep the texture coordinates. Re-import into ZED, and re-export. All should be well.
Oh, yeah, textures... Convert them to MATs. Done!
Now, if you are left with an empty 3DO file, then maybe select the models you wish to export. I had fun with it once (for one I was using 3DS r3 which didn't work) but following the above I haven't had problems since-- *GAME CRASH* ...sod it all...