Lord Anubis,
I'll chuck in my 5 cents worth as well .......
When you export your ship do you see a collection of weapons etc.. and no tex? Are these weapons in the approximately correct positions?
When you take off... is there any engine flare?
If the answer is yes then it probably isnt the .cmp file.... more likely the .mat..
When you scaled the model did you import the freelancer pilot and use that as a base? A Scale of 100 based on the pilot size is usually about right.
Did you rationalise your groups into as few as possible..? and list your largest group first and give that group a unique name?
Are your Hardpoints listed last in your .cmp file?
Did you select all in milkshape and reweld all the vertices prior to export?
Do your textures list have random names? or similar names?, and are they square and 24 bit ? i.e 64 x 64, 128 x 128, 256 x 256 etc...
Another small point .. make sure your glass texture is not listed as the texture for your first group in milkshape
I also use the "old" cmp exporter as I have had few problems with it and make all my .mat files by hand rather than use the .mat file exporter.. as I have found that the .mat file exporter will sometimes mix textures up for some reason.. Dunno why... it just does.. and also it outputs some weird values.. Most of the time it works fine, but I get asked to look at a few "problem" ships from time to time and these are the things I find.
regarding the polycount at 8000 odd it is high but not too high. I have seen ships in game that would easily treble that and they work...
I see a lot of stuff on here about excessive polys, most of which is rubbish.. and in fact asked the same question of Giskard when I first "noobed" my way to making my first ship - his reply and I quote:
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I use the Selpolycount to get the poly count after selecting the entire ship. So what ever it says in there, thats what people are referring too.
The average is 3000 per model but I dont believe there is a limit. However, if all your models have 21,000 polies then each one of your models will be the equivalent of 7 normal ones. Once you hit 16 models in space some computers start to crash. So that would be 3 of yours at 21000 polys = 1 crash.
Hope that explains it a bit better
I'm not sure if the crashes relate to the poly count like I've said above but the 16 ship barrier does appear to exist and does cause crashes. Others have said battleships cause crashes too when there are a few of them on the screen so I may well be right here.
Giskard
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Another suggestion is that when you export a model for the first time use a known working model...- temporaily rename your .cmp and .mat file to that ship and test it that way.. It narrows the list of possible problems by a significant margin.. it will either work or it wont.. and you will know that the problem is ship reather than file related.. I see you did that and it didn't work ...
If all else fails send me the model and I will have a look at it for you.
Tha Jev,
highlight the node with your mouse wait a sec then click again, the "new node" will "open" then simply edit the text to Material Library... Play around a bit if this does not explain it.. you should get it eventually..
Harrier
Retreat[![! ---- I'm too badly messed up now[![!