: q3 .bsp exporter for 3ds max
: This can't be done directly; i.e. straight out of max, as a BSP has to be 'compiled' rather than simply exported. You need to get hold of gmax and load up the 'Tempest' gamepak as this has the required tools to compile polygon geometry into BSP data. Basically you need to export the file from Max to the 3DS format and import/open that into gmax. Once there you may need to do a bit of retexturing and checking to make sure the mesh and textures have imported correctly, once this is done you then need to go through the mesh and 'flag' polygons so the export/compile process knowns which objects need to be converted to BSP data and which stay as 'models'. Unfortunately the process is a little buggy and only seems to worque on simple shapes, flat walls, floors and the likes.
There is a better way and involves far less worque and that's exporting the Max data to either ASE (recommended) or LWO files. Basically the model is exported to ASE, this is opened into the editor (for whatever game the model is for) and then encased in brushworque to 'seal' the objects from the void (otherwsie the map leaks) and the whole thing compiled to BSP.
For more información on this look through the other Q&A below and read the modelling tutorials on the site.