No problem... And I forgot another pretty decent free one, which is sad considering how much time I spend tinkering around with it. It's not as advanced as Blender, but is
WAY more user friendly and far easier to work with - The TGC's own Cartography Shop:
http://www.thegamecreators.com/?m=view_product&id=2101
Getting your static entities into FPSC is (most of the time) easier than creating them in the first place. Once your model is complete and textured the way you want it to be. Just export the file in DirectX *.X format, copy the X file and texture to a folder in your FPSC Entity Bank and bang out a quick FPE script to define it's in-game properties and get it to show up in the editor library.
FPE scripting is probably the easiest scripting work you'll ever do for FPSC. Here's a copy of the FPE for a cluster of mushrooms I put together awhile back:
;header
desc = Small Mushroom Cluster
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = mush1.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 25
fixnewy = 0
defaultstatic = 1
materialindex = 1
collisionmode = 0
strength = 0
isimmobile = 0
soundset =
soundset1 =
;visualinfo
textured = mush1.png
effect =
castshadow = 1
;Animationinfo
animmax = 0
anim0 = 0,0