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Edit Oops - forgot to read next page before posting.

Well here's my response anyway - and yes it does take a while to download.

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Yes, you can use them all in DBPro without too much difficulty. Just do the usual checks for assumed locations for textures etc. The ones I've looked at are all in .X format. Here's a screenshot using one of the models in Pack 15 (in this particular instance I had to modify the model because it didn't have normals or something - hence the extra "fm" in the filename, i.e. fm for FragMOTION

). It wasn't one of the better models but it'll save me a lot of time.
Most of the models load directly though.
Here's the loading code - I just copied the relevant model and image to my own folder and calculated a normal map from the main texture.
set display mode desktop width(), desktop height(), 32
sync on: sync rate 0: sync
autocam off
position camera 0, 300, -800
point camera 0, 300, 0
shader = 1
load object "Pack 15/Ruin_11 fm.x", 1
position object 1, 250, 0, 0
clone object 2, 1, 0
position object 2, -450, 0, 0
load image "Pack 15/ruin11tex.jpg", 1
load image "Pack 15/ruin11tex nmap.png", 51
texture object 1, 0, 1
texture object 1, 1, 51
texture object 2, 1
set shadow shading on 2, -1, 1000, shader
load effect "FX/ggBump04.fx", 1, 0
set effect constant float 1, "specularLevel", 0.0
set object effect 1, 1
make vector4 1
make vector3 2
set shadow shading on 1, -1, 1000, shader
make object plain 100, 1500, 1500, 64, 64
load image "grass_T.bmp", 100
texture object 100, 100
scale object texture 100, 20, 20
global cx#
global cy#
cx# = camera angle x()
cy# = camera angle y()
set point light 0, 0.0, 15000.0, -10000.0 ` point light proxy for a directional light
set light range 0, 60000.0
color light 0, 255, 255, 255
set ambient light 5
set vector4 1, 0.05, 0.05, 0.05, 1.0
set effect constant vector 1, "ambientColour", 1
angle# = -90.0
repeat
text 20, 20, "FPS = "+str$(screen fps())+", light angle = "+str$(angle#, 0)
key$ = inkey$()
if key$ = "r"
dec angle#, 0.3
endif
set point light 0, 10000.0*cos(angle#), 15000.0, 10000.0*sin(angle#)
set vector3 2, -light position x(0), -light position y(0), -light position z(0)
normalize vector3 2, 2
set vector4 1, x vector3(2), y vector3(2), z vector3(2), 0.0
set effect constant vector 1, "lightDirection", 1
positionCamera()
sync
until spacekey()
end
function positionCamera()
control camera using arrowkeys 0, 1, 0
cx# = cx# + mousemovey()*0.25: cy# = cy# + mousemovex()*0.25
rotate camera cx#, cy#, 0
endfunction