The script is installed on the Linux system. (If you are using your own machine, you can find it in the blenderScript subdirectory. Save this file in Blender's scripts directory-for example the .blender subdirectory in your home directory).
Create your scene.
Make sure you are in Object mode. Hit "A" once or twice to select everything.
From the Object menu, choose "Clear/Apply" and then "Apply Scale/Rotation to ObData". This is important if you want to make RigidBodies from the objects in your scenes. If you do not, this step is not necessary.
Choose File->Export->Ogre Scene
Select all of the objects you want to export.
Click "Flip Up Axis to Y"
Give the scene a name
Click Export.
You still have to export the meshes as always.
Choose File->Export->Ogre Mesh
Since all of the items were selected, it will export them all.
Once outside of blender you will need to run OgreXMLConverter and OgreMeshUpgrader on all of the .mesh.xml files.
Copy an Ogre project. To use my code, it must also have Bullet support, but you don't need that just to import the scene.
Grab the files from the src subdirectory and put them in your src subdirectory.
Edit resources.cfg so that your mesh and scene files can be found. I pu t this path in the group [General]. The group name is specified in the code that looks for the file. You can find my scene in the example subdirectory.
Build and execute your project.
You will need the DotSceneLoader and tinyxml files in your src subdirectory. The OgreBulletExample files just show how I used it to import items. I had to change some attribute names in DotSceneLoader.cpp. If you get starnge errors about loading your file that you can't work out, send me the error message and perhaps the scene file that is having trouble.
In my createScene method, I import the scene, then go through the entities and create rigid bodies for them.