if you consider 70k to big :lol:,
well if anyone knows anyway of getting in contact with redragon i can start with the nova, but from what i have read he is currently not available?,
The .3ds of his ship is on bcfiles and if i remember correctly i think it has a free permission to mod policy with it?,
If anyone can shed any light on this i would be greatful!
You mean this one?
http://bridgecommander.filefront.com/screenshots/File/55551/1Its not as good as it looks. Hardly any modeled detail on it (Phasers textured on, et cetera). Default textures are a mess aswell.
To convert the model you showed before, using 3D Max, export and save it as a .3ds format model. Then, assuming you have the required plugins for MilkShape, locate where you saved and exported the model file (IE: whatever.3ds), click on, in Milkshape, 'File' then go down to the 'Import' and choose 'Autodesk 3DS...'. When that is done it will ask you where the model file is. Locate the file, select it and then click 'Open'.
The model will then appear on the MilkShape grid. After that is done, you need to select groups on the model that need to be textured. I havnt done this properly yet but JB06 knows how to do the textureing bit. Anyway, after that, with Milkshape still open, click on 'File' then down to 'Export' and choose 'Bridge Commander NIF...' from the drop down menu. Choose a name for the file that is to be exported. Then click 'Save'.
Eh whola! You now then should have a BC NIF format model saved somewhere.
EDIT: Also, unless you do modding for any other games that requires this, uninstall GMAX. It is useless for BC modding and just takes up harddrive space.
You should need only 4 things when it comes to BC modding.
1. Photoshop for the textures
2. MilkShape (Or
3D Max 3.1 for professionalism. Max 3 is the only one that came with the BC NIF plugin as a standard plugin as far as I am aware)
3. BC SDK for the Model Property Editor and stock game ship hardpoints to play around with.
4. Decent knowledge of what you are doing.