The ball method I've mentioned ealrier is after naming the textures and mesh properly, adding an empty object in blender (plain axes) renaming it and making it a parent of the ball object, in short.
In detail:
for balls, the naming convention is ball_.FxRenderable - you name the object like this;
For the textures, it's ball_cm.Raster, ball_nm.Raster and ball_coeff.Raster;
The mesh can be called PART000 (used the example from jorge78)
If the UVmap isn't called map0, name it like so;
Select the vertex colors (col0 and col1 - create if you don't have them)
Select mode1 for col0 then the autopaint mesh;
Select mode2 for col1 and autopaint mesh;
Add the empty object (plain axes); Select the ball object then shit click the empty object and press Ctrl + P
Rename the empty object to TROPHY;
Select the ball_.FxRenderable object, select the trophy/ball flag on the exporter then the ID you want to give it and the export folder and export. After it finishes, select export textures and you're set.
The other 3d objects that don't have bones use this same principle, but use different names for the object and textures, depending on which object it is
You just did
and you're welcome, mate
Updated the AFA logo with a new and improved version (this one was converted from a sketchup model like the Champions League one. I had made a different version of the AFA logo using different methods but it was based on a different image/version without the stars and despite the fact that it looked better, my first one was based on the look I wanted it to have and this converted version was made based on a similar image)
http://www.mediafire.com/?rpa5fr83au5qo This logo had a problem but I've already fixed it. This one replaced the first one I've posted.
The Champions League one also needs to be fixed. I'll correct the issue and reupload it
Edit: link for the updated Champions League logo has been added to the post on the first page
Cheers