As someone who does 3D CAD modelling for a living, leaving aside the legal issues with doing that(of which there is a significant amount, but I will leave other to explain that), I can assure you that on a practical level, that would require a vast amount of work. You cannot simply port a file in and have it be 3D printable.
Models for computer games and models for 3D printing are related but only distantly, as they work to entire different criterion. I would not be able to make you a CAD model for a game, for example (I do not know thing about rigging or texturing and probably some other things), and I suspect that the other direction might be easier, than the graphics design at PDX might have some difficulty making a 3D printed model without a good deal of trail and error, because unless they happen to be doing it on the side as a hobby, they won't know the magic numbers). They are, ultimately, different disiplines.
Game models do not have to be water-tight, for a kick-off. Polygon limits tend to be more of a thing on game models, and while the issue is likely less than is was with today's graphics, you would be surprised, for example, how if you look closely, you will see how many round shapes aren't, especially in older games, but actually hexagonal or something, with the illusion of a round surface coming from the texturing.
(Texturing is even a whole seperate thing I wouldn't even know where to begin one.)
Secondly, and vastly more pertiently, 3D printing has the limitations of minimum wall thickness. This has to be absolute and if you're using commerical print-houses, usually has to be on the order of 1mm; home printing can get away with less, but there is also the issues of support (extrusion printers like home printers cannot print over open space) and the removal of such, and the fact that anything less than 1mm can be extremely fragile.
Some printers CAN print to VERY fine levels - my Dad bought an N-scale railway man who was carrying a hoop about 0.5-0.5mm thick or something - but those printers are sufficiently small and expensive that you couldn't even use them for my 144th scale tanks or my starships.
Now, I HAVE actually done some CAD modelling from game files - I really wanted some of the ships from TIE Fighter to play with my old micro-machines SW game that I wrote. (And I did this purely for my own game, I would never even consider selling them.) What that actually entailed was essentially having to re-build the models from scratch, with the old .dxf file being principally only there for a guideline, as evern something as simple as TIE Fighter's meshes didn't work. (Heck, I actually used a lot of fanart, in the end, and did a lot of it by eye, using the same skillset as I do when doing my modern armour models!)
So you would very likely have to essentially re-build the model from scratch - after first deciding exactly what size you wanted it all at, since that determines the absolute minimum thickness of any small parts. Because you cannot properly even scale a 3D print model simply by just selecting the model and going "scale by n" - not if you want to garentee it will work and/or not look pants.
You can scale a model up (e.g. 144th-1/72nd), relatively easily (you ate least know that all the parts will meet minimum thickness, if they look a bit pants if you don't reduced the relatively oversized parts to the absolute mnimum thickness), but scaling down (e.g. 144th to 288th) requires essentially rebuilding the model, since aside from stuff now being below the minimum thickness, you have to start making decisions about parts you have to make abstractions on. Case in point: at 144th, I can model a tank's machine guns, a little bit oversized, admittedly, but as seperate parts you can turn. At 288th, those same guns would have to be the exact same size to meet the absolute minimum printable wall thickness (and are thus double the relative size they were before) or you would have to model them basically attached to the hull and as surface details, they couldn't be the right height, either.
In addition, if you are doing a model that is expected to be printed on a commerical print house, it has to be hollowed out to reduce the volume cost, and if it is to be printed on a home extrusion printer, it has to be solid (since the software itself fills a solid shape with a honeycomb). Hollowing can be a long and difficult job unless you have stupid expensive industry-standard software like Rhino (which my Dad has on his lap top only because he once worked at Rolls Royce), especially for complex shapes.
Hopefully, that will give everyone some idea. (You'll forgive me if I lecture, but it is, as they say, my particular area of expertise!)