Quote: "hen convert the .x file into a .fpe"
umm..what?
You make the model, texture it/animate it and w/e then you export it as a .x,
make the .fpe or use the entity maker on the fpsc website.
a .fpe should look something like this
;header
desc = model name
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = model.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0
defaultstatic = 0
materialindex = 2
collisionmode = 0
strength = 0
isimmobile = 0
soundset =
soundset1 =
;visualinfo
textured = texture.tex
effect =
castshadow = 0
;Animationinfo
animmax = 0
anim0 = 0,0