First off I suggest anyone working with objects in modelling progs for inclusion to FPSC - start by getting a copy of a single wall object, or better still both wall and floor object .x files.
Then convert these to a format suitable for your modeller and import them - Doing so will give you a single tile FPSC width and height measure. - Save the file as a template to use for scaling all your objects for use in FPSC.
Rememebr that FPSC uses max world scales so if you dont have max you would find it best if you find a method of calculating a conversion to your modelers world scale. Perhaps the best way of doing this is to scale any object you have made in your modeller (noteing your scale increments) until it fits corectly in FPSC then you could use those objects as a Template measure back in your modeller.
Alternatively you can do it by just finding the scale difference in your modeller to FPSC by trial and error till you find the scale amount. e.g. your modeller output = to fit FPSC = scale down to 10%
Once you know the scale you can indeed do it via an enity script with the scale command.
If your entities script file dont have a scale entry then insert one just below the x,y,z lines:
scale =200
to enlarge your object to twice the original size.
It is better if you can scale to the correct size in your modeller as you may find with some objects with few ploygons collision detection is somewhat better. Also vertical positioning of objects is best understood and set in your modeller.
Remeber when testing and rescaling objects - delete those nusiance .bin files every time you change something when doing so as your changes may not show up in FPSC unless you do. Lastly if things dont sit correctly vertically remove and replace the objects in the editor when you are making changes again so FPSC updates things. Once objects are updated correctly you can forget about their .bin files and leave them alone.
V1 is much less forgiving than EA with these things when making changes so if you are making many changes expect a lot of unecessary work to get things to show up correctly in the editor. Constant deletion of .bin files, sometimes temp stuff, rebooting FPSC and so on is sometimes the only way to update the entities in the editor.
snowdog,
The incorrect file format message : you are just being informed that the file description of the object is incorrect as far as max is concerned.....try re-saving or converting the objects to 3DS file format in another program. There are some variations (inconsistencies) in many programs as to how they save files in a particular format - their file descriptions can differ.
Hope that helps a little