Originally posted by JC Denton
Now, remember I've never really gone so far as to do ship modding (except hardpoints stuff), but I have found these few tidbits about BC:
1) The models were originally made in 3ds max 3.1 and I've heard unconfirmed rumors that meshes made in later versions didn't convert very well...but then those are rumors.
We shall see what we shall see
2) The BC engine does not, repeat, does not support rotating subsystems (i.e. the big turrets, the Faustus solar array, the sensor dishes on the Orion, etc..)
The rotation paths are built in to FS models right? So with Truespace I can remove that and make them fixed turrets? If I'm wrong correct me.
3) As far as I know, there's no way to have a beam (phaser) do a slashing effect without the player dragging it across the hull.
Meh, not that big a deal
4) I don't remember what tool they used to convert the meshes into the .nif format, but I think it was indeed Milkshape.
I'm waiting for some of the guys at BCfiles to respond to a thread about that. Doing the models will probably be the biggest challenge.
5) Optionally, you can encode the texture maps into their own little uneditable package. How to do this, I have no idea.
That's another thing I'm gonna have to study, It seems that FS and BC used completely different texturing methods
6) If you're really determined, you might as well go register on BCFiles' forum. I'm sure someone might be willing to help you out, and you're sure to learn everything needed to start modding. [/B]
Yeah, it's one of the largest BC sites online, if they can't help me nobody can
