If you want to convert to csm I assume you got cshop, right? Why not create your stuff directly in cshop, lightmap it and load it into Irrlicht? I've tried csm maps in the engine and they load perfectly. Cshop is a great level editor and I'm sure some impressive stuff can be created with it, I just find deled to have some more manipulating options (although I'm sure 3d world studio must have a lot of stuff updated). I got a test app I made in Cshop that I might upload for you; just let me find it frist
about .maps: you can use gtkradiant for that; it's, in my opinion, the best map editor out there for Q3 levels:
http://www.qeradiant.com
About other formats: To be honest, I've tried almost every single way of loading a lightmapped level in Irrlicht (Murphy's stuff is the only thing I haven't tried but because of my inexperience with the workflow implied) and I can assure you they all produce excellent results when loaded into Irrlicht; the main advantages I see Is the way you create such maps; i.e. My3d: you can model everything in 3dsmax, create any sort of shapes your mind can think of , place lights, render to texture and export directly to My3d or.... do the same thing till the lights stuff, export to ASE or 3ds, open you level in Giles, lightmap there and again, export to My3d (an advantage in Giles is that it makes only 1 lightmap of your whole level,making it less time-consumming to load). Just remember Giles is not a modeler itself but a tool to import geometry created in other packages, add materials, place lights and lightmap you model. Giles creates some very nice results tho. And then there's Deled and cshop; both fully suported; advantage: you create, texture and lightmap all in the same tool; loading is very straightforward. Disadvantage: they're both more brush-oriented, so creating some special shapes is very limited, you have to use a lot of csg. Also polycount matters here; but they're both great. And last one, gtkradiant-quake 3 maps: Great tool, also brush based, but you gotta learn the ins and outs of loading a Q3 bsp, specially how to place your textures properly so that radiant finds them, compiling your level and finally, creating your pk3 file properly so that you don't get any loading errors in Irrlicht.
So, as you can see, there are many ways of doing it; my advice would be to try them out and see which one suits your needs best, pick it and then learn it nd specialize on that one you picked!
some links that may help you:
http://irrlicht.sourceforge.net/phpBB2/ ... tive#35421
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=7494