Kale Gmax uses the exact same exporter as what is used by all the official Max versions - and is the best ... it just requires you to understand the format.
What people don't understand is for texturing an MD3 you must cut up the model into the seperate Texture Groups of the UV map - else it won't export the texture.
those UV seperated groups must then make sure they have no extra vertex nor multiple vertex instances so you have to individually click on Remove Redundant Vertex and Weld for each group.
Finally you export the animation (which as long as the texture groups export will also export because that the failsafe)
and they're exported start-end e.g a 120 frame animation
0-120
or if you want to only export 2 sets
0-30;64-120

its quite simple... personally i wouldn't care about royalties because if you make a game worth selling pop it along to a publisher even little - then let them handle the costs of that. and most here arn't likely to retail thier games, best not to kid yourself to early on.
Make your game for fun and expirence
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?