I've got a question -
To handle the conversion of the model and setup cockpit glass, is that done the same ways
as in the MAX-POF exporter plugin tut... or does it have to be setup differently?
I know that you typically cut the glass mesh from the model, after that my memory is fuzzy.
Might help complete this out.
Edit - Here's what's in the Styxx tut
Glass, transparency-blended nameplates, and other transparent textures should come last in the model. An easy way to accomplish this is to select all faces that use the material of your glass texture, detach them from the model, re-attach them with the attach tool, select the faces near the edge (all faces in the model may be appropriate) and perform a vertex weld with a threshold of 0.01. This will move the transparent faces to the end of the model's face list and will ensure proper rendering in-game.
* If you have a single map that is partially transparent, do this on the specific faces that will end up transparent.
* All transparent textures should be part of the root geometry (detail-0), without exception. Faces behind transparent textures, such as a pilot, are more likely to work correctly when these faces are a separate subobject.
Which forgive a poor modeling noob, but with my limited knowledge, if your model already has vertices arranged
for a glass outline, and a texture applied to it that looks like glass... why would you detatch and the retattach the glass section?
It basically does nothing but put the same thing back where it was. 1 piece became two, then back to 1 piece.
It's not exactly written to be stupid proof I guess, and I'm more of a "why doesn't it work?" than a "just do it this way cause that's
how it's done."