I'll take this one.
Modding 101:
All mods are technically illegal and have been for the last 15 or so years since it began.
Franchises like Paramount and Lucas understand the benefits of both exposure and profit growth the fan-base brings to them so they don't press the issue.
IF this is for your own personal use on your computer you can basicly do what you want. However, if you are planning on making a "public mod" that will be hosted on the net then there are some rules you need to follow. I won't bore you with the details unless you indicate this is what you are planning.
As for the main part of your question, HOW: I will go the long free program route describing what I do (I do NOT have 3ds max)
You need a program to convert your target model into .cob format (I use a veraity of programs to do so from .lwo, .obj, .3ds, .vrml, and otehr general formats.
If this was a game specific model you need tools for those games (like PEO converter for Homeworld1&2, OPT23DS for X-Wing and alliance series, ect...
Once you have the model oriented to the left ( <----- ) you are ready to add turrets anf a shield , if it has any, with a 3d modling program (I use TS 3.2)...
Next you have to have 16 or less textures. The increased poly count of FSOpen comes at a high price, many of the 30-40+ texture conversions I made for Retail Fs2 will not work in FSOpen beacuse of this.
I had hundreds of models that would not run cause of poly limits in retail but the textures were not a problem, now it;s reversed they would run but have too many textures lol!!!
Once you model is finished with turrets, shields, textures, you are ready to use Pof Constructor Suite (or PCS), or a program called Modelview (high poly limits) to turn your model from .cob format into game .pof format so you can use it.
There is a CAD based program called "high-level cob2pof" and I highly urge you not to try it as it often makes unstable models. It will make MOST models into .pof format but when you try to edit them in PCS/modelview or run in game they crash and cause errors...
You put the custom model in the (models) folder and the textures in the (maps) folder. Remember to see the maps you must make them 8bit PCX files!!!
Last thing you need to do is open the ships table file in the (tables) folder and make a ship entry. I recomend just copying an appropriate ship for general testing and tweak it later. Like a fighter, or a capship (I usually use a cruiser).
Once you made a generic mission in FRED (the Freespace Mission Editor) placign your new ship in a mission (if it doesn't crash at this point), runthe missiona nd shoot your new ship. Then destroy it. these are the points that your model miay crash when it is first hit, or about to be destroyed. If you do not crash then all is well congratulations!!!
If at some point it crashed then there is a problem with the model (go ask a modler to look at it). Might be bad geometry.
Once a ship is tested out you can then worry about custom load-outs for weapons and all that jazz...
Hope this helped you (and any other new people wh o though about it, but didn't ask yet.)
"We're off to outer space... YA-MA-TO!!!!" Model by Antivyrus, with permission for FS2 Trek
