well i think you've missed the point in exporting to X
if you'd followed the chat about it you'd of noticed that we're all talkin' about the fact that DirectX doesn't retain lighting information - also the UV information required for a world of a decent size will not work presisly ... add to this from what i've heard there isn't a great deal of faith within this XtoBSP converter so relying entirely on it would not be something useful, and should be tested for effect and mapping etc before you get too deep in.
Secondly the Blitz BSP convert is bugged as hell, mainly because blitz doesn't have the file access level it needs to produce a proper workable version ... i mean it is all well and good have a 20,000 poly level but without BSP i don't care what engine you use with other engine effects and such that will lag like hell!
I suppose, i could battle with MaxSDK and make a .MAP exporter -- but to be honest i don't have the time for anything like that and kinda starting to wish someone else would help out making converters ... i mean i've not had time to work on Ciyanna or gameSpace this whole last week
as for Worldcraft ... only v3.0+ is own'd by Valve, others are free - there is also Qoole, Quark, QeD (source to dev your own) - 3rd party compilers as it is the actual format you're paying the licence for NOT the creator of the format.
personally if i were you i'd get myself Gmax, i mean i know how much everyone has bitched how it isn't free - but if you're planning to go commercial then i doubt that $1,500 is actually too much to ask.
Anata aru kowagaru no watashi! 