The bin file has everything to do with the model. also the .dbo file can be created in another program and utilized in FPSC to do such things as importing a model that you have lightmapped in another program. so far the only program that I know of that does this is 3DWS. and yes if you light your building and then export it as a .dbo file it will create a series of lightmap bitmaps that you can add to your built game entity folder and the root FPSC root folder. This object will show up in the game pre-lit. there are a few things you have to remember when doing this. you will also need to export the item as an .x file as well. now back to the .bin file. when the engine reads the .x file for the first time it creates a working file of the .x file. this is the .bin file. notice in the built folder you will not have the .x file for your entity, thats because the engine is reading the bin file. now back to the things you should keep in mind when creating the.dbo file
1) when you export the file as a .dbo remember to export it as a .x file as well. When you create the .fpe file leave the texturing information blank, this will force the engine to call on the .x file for the texturing information (the .dbo file is generally created off of this informaiton the first time you place the object) since you have already created the .dbo file the engine will not create another one. the engine will read the .x file and the .dbo file that you have created to give you the final visual model that you have created, Thus giving you the .bin and the .dbo (the one you exported) the final build game has in it's entity/user folder. remember that unless you UVmap the object with the textures it can only be used as a Dynamic entity. if you chose Static it will show no texturing at all.
I hoped this helped you.
RF
"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill