ok I wrote a thread concerning this situation. But I will briefly explain it here.
Yes, 3DWS is compatable with FPSC. Yes, You can import objects from 3DWS in to FPSC. Yes you can see them in the finished/built game/level. Yes, there are some rules you need to remember.
When you import an object you have to do a few things based on wether or not you used multiple textures.
for objects with one texture do the following:
1) Import the object as a .x file (Directx file type) place the .x and texture files in to your fpsc entitybank/user folder.
2) Copy an .fpe file from another entity folder and paiste it in to your entitybank/user folder.
3) right click the .fpe file and select rename. make sure you type in the name of the object and then hit enter.
4) Next open the .fpe file in notepad. Now you will want to edit a few things.
a. change the name at the top of the .fpe to match your .x file
name
b. change the (model name).x to the name of your model name don't
forget to add the .x after the name.
c. change the texturing information to your texture file name
(the one that exported frmo 3DWS qith your .x file)
d. save the file
5) open FPSC and go to entities and then user and then place your object in to the editor and then test it. it will work. Yes even in a built game. this item can be static or dynamic.
For Multiple textured items do the following:
1) do the same as steps 1-3 and step 4a-4b as mentioned above.
2) for step 4cleave the texturing information blank.
(reason: the engine reads the .fpe file first since the texturing information is not present it then reads the directx file for the texturing information, inside the directx file it will have all of your uv cords set for every texture that you placed in 3DWS, and it will create a .dbo and .bin file based on the information presented in the .x file)
3) save the .fpe file
4) open FPSC and then place your new entity in to the editor.
5) right click the new entity and set item as dynamic
6) scroll down and set the "isimmobile" to "yes". this will keep the object stationary. now build a game and then place all of the texture files that were exported with your object in to the built game folder entitybank/user. as the .dbo and .bin files need the image files to render correctly.
This is the method that has worked for me on several occasions. Now for some advanced stuff for you (may not be advanced for most but for some it will help alot)
When creating an object in 3DWS you are most likely going to light the scene/object. so after you have lit the scnene/object simple export the model as a directx file and then again as a .dbo file.
The .dbo file when exported as will create a series of .bmp files that will have all of your lightmap information. (texture files with the lightmaps burned in to them) take these files (only the .bmp files) and place them in your entitybank/user folder. in the .fpe file leave the texturing information blank and it will call on the .x file for the texturing info and since the .dbo file has already been created (3DWS) it will nto make another it will base it off of the .dbo file currently in the folder. also since the .dbo file is already present when you build a game it will place the .dbo file you created in to the built game folder and providing you moved all of the .bmp files to the built game folder you should have an object that have lightmaps in the textures.
enjoy!
RF
this is just a condensed version I have a full tutorial on how to do this some where on these forums and I had one on my website as well (my website is down undergoing a face lift)