I just looked at the format again.
It references a material file (bmt file), which then references which texture is used (ddj).
So if the maxscript doesn't actually do this, someone will have to update it to include parsing the bmt.
bmt format is simple;
Now that you mention it, fatduck did put "material library" but I didn't really know what it was lolCode:char[12] idstring dword numEntries? dword length char[length] matName float[68] material Properties (emissive, ambient, etc.) dword ? dword length2 char[length2] texPath or texName (depending on where the ddj file is) float ? byte[3] ?
This makes it easier for me. I should go update the noesis script.