Exporting maps from BlenderMake sure complex structures are made from individual blocks that are basically water-tight. Brushes can be part of larger selections but it's best not to export entire levels to keep the amount of data parsed to manageable sizes, and it makes tracking down errors easier. Surfaces should be UV mapped and images applied as materials are based on image assignments (as long as materials are clearly defined it should then be a simple matter of 'find and replace' once the file is loaded). "Open" the resulting text file rather than using 'Load' then re-save using Radiants options to ensure map data is fully and correctly formatted and structured.
Face Thickness: when exporting blocks and volumes, i.e. the level has been constructed from primitive solid volumes, this setting can generally be ignored. To ensure proper output compatibility however, it can be set with "
8" as a minimum value. Essentially this setting forces single sided elements (faces rather than blocks) to be extruded by a certain value generating valid *.map volumes - for general construction this should be at minimum "8" but may be better using higher 'power-of-two' values (16, 32, 64) depending on circumstance.
Scale: ideally, because Radiant uses a grid-based system, it's preferable to work at actual size, i.e. the default Scene cube is 2 x 2 Blender Units, in Radiant this would be 2 x 2 units, which is too small for general construction. With "Scale:" (set to "100.00") applied, this small cube becomes a 200 x 200 unit block. Although this is much larger, and a better size for use in Radiant, it's not a power-of-two value - ideally major structures are best built using that system, doing so might mean a wall being 256w x 256h x 32d. When working 1:1 "Scale:" should be set to "
1.00".
Note that level design using Blender typically results in one or two "
MeshTexturePoly [...] use_twoside" errors.