I already have a .scene exporter for giles.
Here's the source, modified from Walaber's:
Instead of exporting one big mesh, it breaks it up into individual meshes, and creates a .scene file for the scene. It doesn't honor the hierarchies currently, putting everthing under a root scene node instead, and everything is in world space.
This may be the version that was created for Ogre 0.15, or it may be the updated 1.0 version (I fixed the minor issues that was preventing it from compiling and running) but I haven't tried compiling to find out. Just noticed you were discussing it and thought it might be useful.
http://www.larabie.net/ogre/gilesexporter.rar
The "export to gile[s]" part is the one which still needs works. Do you have plans in this regard? Maybe I can contribute a .scene -> gile[s] code path?
Funny you should mention that, since that's my same workflow. This is obviously only the exporter from giles back to Ogre, not an importer from .scene into giles.
As you mentioned in the other thread relating to the MapEditor, we definitely should work together to create an importer for giles which knows how to import Ogre meshes directly, then an exporter for .scene (and the MapEditor format, .objects

). It's too bad that Giles doesn't have automation or any type of API because I'm going to need to automate the lightmapping process, which will mean crazy artificial WM messages sent to the Giles UI to set up and run the lightmapping process. Ah, well, I've done it before for something else, but it's painful.
Clay