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You have to do it manually.
1. Create a box
2. Create a plane
3. Select faces of box and apply shade smooth
4. Select faces of plane and apply shade smooth
5. Export the model
However the mesh is still a single convex mesh when tested in HLMV or in game. I have enabled $concave in qc.
If you (or someone) had an example .smd for a physics mesh with multiple concave sections, I could compare that to mine and see what I'm doing wrong.
EDIT: I thought a bit more about how does Source detect different collision meshes. I assume it is from faces that have edges with matching normals (as that's what AFAIK shade smooth would do)? In that case I might need to use something better than a plane.
EDIT2: Yup, seems to work a lot better! Thanks for help.