TFL BigBANGtheory, are there multiple ability points or is it only Ability-0? Also, let's consider a ship from Star Trek, if I want to put phasers in various places would I name each point Weapon-0 since they're all the same type of weapon? For torpedo launchers, would I mark them all as Weapon-1? If I wanted quantum torpedoes to come out of only the lower dome, would they then be Weapon-2 and I could not add any other weapon types? That's the way I'm interpreting things.
Also, I don't understand the purpose of Flair-Flair_ and Aura though. Do you know what they're for? Thanks for your response so far.

Siath1970, I'm primarily using Maya although I do use blender sometimes too. Maya is a little different. You can set vertices to be hard or soft individually without using any sort of subdivisions at all. Subdivisions are an option, yes, but this hardness/softness thing is separate. However, I remembered that back in UT2004 I had an animated dragon I tried to put into the game as a vehicle you could ride on and all my soft points were ignored. I think it's something to do with NURBS or something Maya-specific. I'm really not sure. I've got enough polygons on my models that hardness and softness shouldn't matter much though.
For texturing, I just manually do the uv mapping by grabbing and mapping faces to a material. I'm not sure how it's done in XSI, but in Maya it has to be done manually because the automatic unwrapping options normally do a crappy job. Blender is going to get a shot texturing my new models, however, since it seems to have really nice uv mapping tools and not the garbage my ancient academic version of Maya has. I also need to see what the XSI mod tool has in terms of texture mapping. I'm pretty sure it's a matter of mapping textures, exporting them in .dds, and then linking them up in the entity file.
UV mapping is a total pain...
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