You'll also need Port's .dts exporter.
A neat trick, in export.py, if you comment out line... 107? This line...
nullob.select = True
The collision shapes will be shown as visible in-game.
If you change this line:
if bpy.data.groups.get("detail32") is not None:
to, idk, this:
if bpy.data.groups.get("bungus") is not None:
Then the exporter will not export the detail32 layer. With these powers combined you can get a really good look at what space your collision fills. It may look a bit glitchy with objects popping in and out, but don't worry about it, that's why I like to make the collision shapes invisible.