Regarding to Daarboven topic, I speeded up the process by modifying exportx.rb script to save only selected object with one material. Now you can convert any sketchup object into fpsc entity with few mouse clicks.
Advantages of my method:
a) do not need to export each object into 3ds and convert into directx.
b) do not need to do many select-group-deselect-delete-undo operations (read Daarboven
tutorial).
Attached zip archive contains modified exportx.rb script, town.skp example, town.fpm example (created with 1.16.018 beta version) and \town directory with ready-to-go entities.
1) copy exportx.rb to your sketchup's plugin directory.
2) run Sketchup and open town.skp
3) You HAVE to explode all groups and components (in my example all things already exploded) in the model. I use
Bomb All script.
4) go to Window->Model Info->Statistics(Entire model)->Purge Unused (in my example all things already purged).
5) click on any object, for example on grass, then right-click and Select->All with same Material.
6) go to Plugins->xExport selected... and save it as grass.x
7) repeat steps 5-6 for each object (\town directory already has all objects ready to use).
8) create grass.fpe or use Entity Workshop. I prefer my hands.
9) copy \town directory to \entitybank\Entity-Workshop directory.
10) copy town.fpm and \testmap to FPS Creator's \mapbank directory.
NOTE: I have FPS Creator installed on drive D:, so if you have it on C:, open \testmap\cfg.cfg and change D: to C:
Final result with 66 fps (no vsinc) on my old 7800gt card:
Remember, exportx.rb script saves only selected object with ONE material, so do not use it with Select All feature.
Let me know if you need any help.
PS. I found that sketchup model in 3D warehouse, so it maybe copyrighted. Do not use it commercially.