Ok: Here are the several steps taken to transfer a row of models from Sketchup to FPSCreator with alignment.
1)model your map: make it so that all parts that use different textures are different groups. (i also grouped parts to different groups just because they belonged to other 'geographical locations' but it is not neccessary, just to keep it neat.)I fractioned the whole map in that way. to use FPSC's alignment function better my map is alignend in SU also: the top left edge of my map is 50cm left and 50 cm up from the world center- remember that 100 cm=one segment width so the whole map will be set to the exact center of a certain segment in FPSC later. (use the topview in SU for proper aligning). All parts of the map got textured with images, texture scale and positioning was done in SU also.
2)Export the parts: Export every group you made as a single .3ds file, name it so you can identify them later since you will have little to no preview later on! You can setup 3ds export in SU so it only exports your current selection, and check export materials if you want jpg textures generated next to the model.
All of your models should stay in place in SU so they share the world center as a common pivot point for alignment when exported.
3) convert to .x, use whatever you use for this.
4)Fire up entity workshop, import your .x, set the textures and export them to FPSC, think of a proper collision type...
5) In FPSC, start adding all your new entities to the library and drag them to the stage, always align them to the same segment grid unit. Remember we aligned everything with the worldcenter on the topleft edge of the map in SU? so you can drag everything to the topleft segment grid now, press "B" twice to make your cursor snap to the segment units and voila, everything is aligned properly and ready to go..or is it?
6)one last thing to do: whereever you wish to place your startmarker, place a floor segment to prevent the player falling through the floor- which can happen on start otherwise.
Finishing thoughts: on map design you could have a 100x100 square component resembling a floor so you could export only walls and terrain pieces with holes where a floor segment is fitted in FPSC- this would allow for NPC collision but restrict your height levels to powers of 100 unless you go and make yourself a set of custom floor segments in different heights. This technique tends to give you a lot of puzzle pieces to keep track of so give yourself a good naming convention and try to tile your map in a logical and even structure. I will put this to the test with larger map sizes and higher poly count so stay tuned as i give you mor news how all turned out
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And now-back to the drawing board
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I am Jacks complete lack of surprise.