i swear i posted that in the UEd forum..anyway...for anyone who would want to do this...no..it is not possible via the above method..however..it IS possible!...Instrucciones:

First thing to do is get your .3d files (there are 2 per model-WOTgreal pwns in dissecting .u files (except for sounds in groups))...Then in your favorite text editor create a .uc file with the #exec commands for the models/textures ..it can expand anything..but I used Actor...and build with ucc make. (Remember there is a directory structure that must be follewed with UCC-and the package will need to be added to EditPackages). Now Exit/Reopen UEd...[b:21c4d3c610][i:21c4d3c610]BEFORE[/i:21c4d3c610][/b:21c4d3c610] you load your map open the UEd console and type this command:
[code:1:21c4d3c610]
obj load file=MyModelPack.u package=MyLevel
[/code:1:21c4d3c610]
Now load your map and place something that uses the mesh and It will be embedded in your map...why they had to be all lame and make it this difficult is beyond me...but it works if you're wanting to cut down on the number of files in ur package.

Why would you want to do this? Well...let's say you have a .u file with 300 models,1500textures,and a sprinkling of the rest..but all u need is a few models and their textures...well..here ya go....the model pack I'm taking these models from isn't popular among any of the servers I play on, so since this is my intended audience, I'm compiling the models in the map for easier server integration...

...also..I used UCC to compile instead of ued because from what I understand, UEd doesn't support the #exec directive..which is needed for mesh import..also..this is a hunch, but I think the MyLevel package is loaded via #exec obj load...I believe this is why you must load the map after you load the package containing the models.