I could PM you a link to some experimental levels in "Alias Wavefront" "*.obj" and "*.mtl" format.
Diffuse Surface Textures Included.
I haven't yet got Normal Mapping working for them yet but the diffuse maps are cool and there are lightmaps.
I see you,re using Max, I use Blender, but "*.obj" is a pretty common format..
I dont know how you handle your levels in terms of colision detection etc (maybe *.irr?)
So, I only have "*.obj" and I'm still looking for a good format for Levels that can properly
be frustum culled or BSD'd etc. (I dont know much about these things yet)..
"Tubras" had a cool thing going with his "*.IRR" generator but the fact
that it is an ASCII format makes it take a very long time to load is a concern.. I read that he was working
on an Binary format for this, but I couln't find anything yet.
I also looked at Coppercube and IrrEdit (same thing). (The latest Copper cube has a bug in its *.obj exporter)
I know that Irrlicht handles ID's old Quake 3 BSP's and Maps quite well.
The problem with these is actually creating them with things like Net.Radiant etc.
I did post a small level that uses lightmaps in "*.irr" format.
"Board index ‹ Game Development ‹ Everything 2d/3d Graphics < Modular Level Design with Lightmaps"
There is a small screenshot..
You can get the complete Project and a precompiled "*.exe" (3.3 Megs) here:
http://s000.tinyupload.com/?file_id=477 ... 8516182670
I was considering splitting an object into smaller sets of polygons that would fit into a 3D grid of cubes
which could then be "frustum culled" but it will take a while before I get there.
If you wait a while I cound post a similar thing to the link above with a slightly more detailed "level" under that same forum subject.
I was considering to look at level management in more detail once shaders are done, but I still want to work on Fog and Lighting
by feeding Irrlicht lights into the shader.
Have you looked at Blender and its global support lately? Phenomenal!