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Two ways, use new empty project, just a loop of road kilometer long, put all assets in the XPacker in to the scene and import it all the way to game and playtest. heck logs if there are any for errors, if everything works, the XPack is good. You don't need to test more than once so it's not huge workload. The benefits of this are invisible but this will also make sure that when you create new assets, you put in more effort and define ALL needed in the XPacker, you optimize them there and you get XPacks that will create good, optimized scenes. It is a bit of extra hassle, the upside is that we don't need to store the actual geometry at any time before exporting, it is "dynamic" and live, consistent from v0.0 to v1.00.
The other way is to create a backup from your main project and then import untested XPacks and test them on your main project. I use both, depending on the depth of task; totally new, big XPacks that i'm not sure of or the ones i create myself, i use empty project. Small packs from confirmed sources, i do the backup trick. Also sometimes, using main project to import custom objects that are unique to that track, i do one "trash copy" where i totally import, copy, duplicate and behave badly just for faster iteration cycle, makes sure the custom objects are perfect, then import them to main project and delete the "trash project".
Those trash projects are good for testing things, at the same time as you test new assets, you can test new all kinds of things you are too afraid to do in the main project...
I use Sketchup for assets but it barely resembles original anymore with artisan and 20 other plugins.. Blender, 3dsmax, all 3D editors that output FBX works. Also, get autodesk FBX converter, it is going to be invaluable for all FBX conversions (you can define the required format quite a bit better..)..
i use 3ds Max 2015 to do my modling, Export to FBX and load into Xpacker
i also take my Venue into Max before KsEditor, to do little extras what are not possable in RTB
also when Exporting a Model/Obj from Max, one could test it in the KsEditor first, before Importing into Xpacker