If I remember correctly, Ogre 1.8.1 did not have any kind of RTSS which generated shaders for you, so I am not sure at all how Blender actually creates your materials.
If your application has a material per object, you could in Blender just set the material name of the object, and it would use that material in Ogre if you load both the material and the .mesh object (which can contain multiple sub-meshes with different materials of course).
So lets say that you have a cube and a plane that is the background object.
Then you create materials for both of them and name them correctly, something like "cubeMat" and "backgroundMat". Then you make sure that you have .material files in your application that matches those material names.
Then you can export those meshes from Blender either as one big .mesh file or individually.
But since you mention a .scene format, it might be exporting differently, but the same applies regarding that you need to create the materials and such.