You can get a copy of mfctex or D3DMulTex for DX or OGLMultex for OGL. These tools allow you to visualise different blend modes and then produce the code you would need (at a DX/OGL level) to create that blend.
You would then need to change the code to match the Bmax driver syntax :
There is an example of using different blend modes here
You would then need to change the code to match the Bmax driver syntax :
d3d7graphicsdriver().direct3ddevice7().SetTextureStageState(
There is an example of using different blend modes here