Hehe, well mine is pretty simple, all I do is load up an object into the editor (using dbLoadObject) then I add 1 to the current amount of objects. Then when I export I simply use fstream.h, and do:
for ( int i = FIRSTOBJECT; i < CurrentObject; i++ )//FIRSTOBJECT is 500 and just allows easy editing for me
fout << "dbPositionObject ( " << i << ", " << dbObjectPositionX ( i ) << ", " << dbObjectPositionY ( i ) << ", " << dbObjectPositionZ ( i ) << " );" << 'n';
then i repeat that for each thing that all objects have in common (rotation, dbLoadObject command, scale). The only downfall right now is that you will have to go through yourself and put in special values for each object. So lets say you put in a health pack in the editor. It would export the code to load, position, rotate, and scale the object. Then you copy that into the VC++ 2008 editor and then you would have to put how much health it would heal.
As for the 3DWS, the way I posted it would seem like a contradiction. But, I'm personally going to use 3DWS to make the basis of the level (floors, walls, etc.) then use my editor to fill in the special little things. Because the main advantage in my editor from 3DWS is that all objects you put in it can be interacted with in your game without any other code then what it spits out. Because with 3DWS levels you would have to mess with limbs and such...