Well he ain't dead, afaik he went into the army back then and simply disappeared from modding without coming back.
But yes, a 3ds max script would be hell of a benefit for everything, let alone converts, but getting scratch things ingame. But IV is a pit of undone work, tho some people are already researching formats (like collision data for buildings and else), they gave up or whatever.. for GTA SA I did lots of scratch work besides my converts, mostly map parts and textures and scripts.
Having a working max ex/importer for IV would be great, for example getting that damned Audi A8 ingame which is scratch work by danoosh (yes, I have permission

), pretty detailled and highpoly, and dunno for what reason does not work in ZM to be exported as proper working wft.
As a second argument, bugfixing a finished and exported car is a pain in the ass as well since there is no proper way to get a ZM'ed car back into max to benefit from the tools and intuitiv handling, so every gap to be closed, mapping, welding broken verts and all that has to be done in ZM. I appreciate Olegs work for sure, he did a pretty crazy job on programming a working 3d developing tool as a standalone guy, but - I am somehow sorry to say - it is like a stoneage tool compared to max and its abilities and its intuitive interface. So if anyone would give it a shot, gtaforums is a good place to read about latest (months old...) achievements to get game data examined, but its not much you might find there, and my last info was Oleg won't give his knowledge respective a view into the filter to anyone..
greets, Threep