While figuring things out, I encountered the "something isn't working as it should, and I don't know why" situation about five times.

So, I'm still fighting with one bug: during the final export from Maya, the smoothing groups on the models get messed up, resulting in the model being covered in squares (it's clearly visible on the model without textures).
Previously, the export also messed up the UV mapping, but then, just as mysteriously, it stopped doing that.
Footman, do you have any ideas about what I might be doing wrong and why the smoothing is being lost?
Currently, I'm using this export chain:
using UViever in Max => from Max via FBX to Maya 2009 => then using your clever trick of renaming the file version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.
But mine turned out to be a bit longer. For some reason, Maya 6.0 stubbornly refused to recognize models imported using this scheme.
So, I had to do this: UViever in Max => from Max to FBX => using Noesis, FBX to SMD => SMD to Max => then from there, FBX to Maya 2009 => then renaming the version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.
The problem with the smoothing being lost is definitely not due to the SMD stage; I checked, and the smoothing is preserved at least until the import into Maya 6.0.
So, if you can suggest what the problem might be, I'd be grateful. Also, I'd like to know if the method I'm currently using to add models to the game is still relevant. If there's a more convenient way, I'd be very happy if you could share it.