big amounts of work to port torque from OpenGL to DirectX
You do realize that you can technically force Blockland to run in DirectX/Direct3D through one of the config files, though it doesn't work on all systems and even then with limited success.
So technically there's no porting to be done, Blockland doesn't even use a proper Torque engine anyway, it's been modified by Badspot and various other people to the point where it's practically unrecognizable in it's actual form