ok with the model
just send as x. file
to get reflection this needs to be done in seperate stages
1. your unwrapped texture stored as a dds file
2. copy the dds file and turn it into a normal map
3. make a specular map of the dds file also
this will all be layered together to make the object reflect and have bump etc.
then all you do is add the effect from the effect bank ie
for
doors etc
effectbank\bumpent\bumpent.fx
for characters etc moving monsters etc
effectbank\bumpbone\bumpbone.fx
for lifts etc also try
effectbank\illuminationent\illuminationent.fx
for floors walls etc
effectbank\bump\bump.fx
when using a model that has the x file with animation
and all the textures dds, texture/norm map/ spec map
and added to the file fpe/fpi/fps, files
with the effect put next to effect
and insert in game it should work providing you have a light in there.
an example of fpe with effect added
;header
desc = aztec box
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = aztec box.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 2
defaultheight = 0
;visualinfo
textured = aztec box_D2.dds
effect = effectbank\illuminationent\illuminationent.fx
castshadow = 0
then it will work
hope this helps on how to add x models and add the textures to fpsc
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