This is a .DFF exporter developed with the 3ds max SDK. Since it's a compiled binary it will do the job faster than MAXScript. Check the following link for an equivalent importer.
http://www.gtagarage.com/mods/show.php?id=18572
Features
(a) Supports GTA III, GTA Vice City and GTA San Andreas.
(b) Vehicle and map object export (ped support and 2dfx not yet implemented).
(c) Supports both UV maps.
(c) Vertex color export. This includes vertex color alpha.
(d) Night vertex color export; alpha included.
(e) Exports UV animations.
(f) Exports lights
(g) Tristrip(2 algorithms included).
(h) Easy creation of multiclump files. If you have more than one hierarchy in the scene a multiclump file is generated.
(i) Remembers previously used export settings.
(j) Progress indicator.
INSTALLATION
1. Copy the appropriate DffExporter_<... >.dle file to <3ds max root folder>\plugins or <3ds max root folder>\stdplugs.
DffExporter_2010x86.dle is for 32 bit 3ds max 2010/2011
DffExporter_2012x86.dle is for 32 bit 3ds max 2012
DffExporter_2010x64.dle is for 64 bit 3ds max 2010/2011
and DffExporter_2012x64.dle is for 64 bit 3ds max 2012
2. Place GTA_Material.ms in <3ds max root folder>\scripts\startup. This is an extended version of Kam's GTA_Material.ms and the original one must be replaced if you want to export UV animations.
Sorry about that. However, I guarantee this is not going to affect functionality of Kam's scripts. They should still work 100%.
You must also replace the file in case you are using the GTA_Material.ms that comes with the importer.
3. Update Visual C++ 2010 runtimes if you are getting error code 106.
http://www.microsoft.com/download/en/details.aspx?id=8328 (32 bit plugin) http://www.microsoft.com/download/en/details.aspx?id=13523 (64 bit plugin)
4. Look for a Grand Theft Auto DFF option in File > Export and File > Export Selected.