The process is to "borrow" and object.
1). Load an existing track, toban for instance.
2). Hide the curved skybox that prevents you from clicking on the objects underneath. (by right clicking)
3). Right click on an object and select "edit object name"
4). Click the "isolate" button in the dialogue box.
Your object is now on its own in its position relative to the X-Y-Z coordonates of the track you took it from. Some objects comprise of several objects together, so remember to select all the parts before you do the next steps.
5). Select "edit" from the taskbar and then "centre model".
Your model is now centred on 0.0 of X-Y-Z.
6). Select "file" then "save as .3ds" from the menu, I would suggest that you place in its own folder.
7). Select "file" then "export textures" from the menu, and save them into the same folder as the .3ds
Now your onto the Xpacker section.
8). Open Xpacker and create a new Xpack or use an existing one of yours.
9). On the "objects" tab select add at the bottom and open your "objects.3ds" file. Your object will be listed.
10). Click the "materials" tab and expand your object. It will have have a number of materials listed.
11). If you select your "mat0" from the tree you will notice that the file path in the box to the middle right is listed as dummy texture. You now have to load your texture to make "mat0" what you want it to be. This is a process of ellimination, and a slow process!!!
12). Zip to BTB and test.
Hope this helps,
Steven.