...then convert it to something Maya can read,...
End of quote
Once it is in one 3D application, it is no problem to export it to a other... simply use the Collada format ( interchange file format for interactive 3D applications )...
Some info...
Maybe you can already work on the texture themself... they are .dds file ( directdraw surface )... someone have created a plug-in for the free Paint.Net who import/export .dds ... take a look at http://www.dmashton.co.uk/?page_id=13 ... You can paint using Paint.Net ( software find at http://www.getpaint.net/ )
For the knowing the name of the texture, you need to convert the binary mesh file in text... and you can simply read them...
By example, the AsteroidBig00.MESH have at the begin :
TXT
MeshData
hasValidTangents TRUE
BoundingRadius 1454.501343
MaxBoundingExtents [ 1329.848267 662.514648 868.514832 ]
MinBoundingExtents [ -1291.298096 -968.677917 -876.064148 ]
NumMaterials 1
Material
DiffuseTextureFileName "AsteroidBig00-cl.dds"
SelfIlluminationTextureFileName "Black-da.dds"
NormalTextureFileName "AsteroidBig00-bm.dds"
DisplacementTextureFileName ""
TeamColorTextureFileName ""
Diffuse ffffffff
Ambient ffffffff
Specular ffffffff
Emissive ffffffff
Glossiness 16.000000
NumPoints 3
Point
DataString "Above"
Position [ 0.000000 617.505920 0.000000 ]
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 1.000000 ]So you will be able to know the needed .dds texture used for each mesh... for work on the texture, you don't really need a 3D program... but if you change the mesh, it is a other problem...