hi,
i studied a bit noisecrime's work around q3 maps and developed my own parser.
i found a way to reoptimize data for w3d engine, polys are parsed to models (using rule based on the tree planes and the shaders)and re-stored in bsp leaves
i didn't export collision brushes because it's best for physx to have a trimesh-based collisionmap (did not use physx in my test, just a shitty lingo collision... a bit too slow when the ball walks on quadpatches)
i know shockwave 3d won't live very long now because of adobe molehill, but i think you can reuse my source to export the stuff to actionscript or unity
enjoy:
http://hoegaard.free.fr/fred/
if you want to use my work and ask some questions for help, i'm ok