Hulls/Trim/Engine-Color?

A few days ago I decided to mod the game to a scifi universe of my own creation--I've been using the boards, the guide, and studying other people's work to answer my questions without having to post for help. Thus far I've been fairly successful, but I'm stumped on one thing, and have to resort to posting. (OH NO! ;- ) How does the program read the ship parts from the model? What tells it that a certain part is hull, another is trim, and another is the engine?

I've been designing in Anim8or, and then loading it up in Blender and exporting to .x that way. (Anim8or is more straight-forward, and I'm a 3D-dummy, so...) The models are loading in the game, and the first couple displayed properly. But now on my fourth ship and the hull is displayed as the engine color. I can't figure it out. If anyone can help, I'd appreciate it.
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Reply #1 Top
The game's coloring is based on the submaterials used. Submaterial 0 will be painted the base color, 1 will be painted the trim color, and 2 will be painted the engine color. I believe that all three need to be used on a mesh (even if two of them are just on lone hidden polys inside it) in order for it to work.
Reply #2 Top
Thank you, the help is appreciated.

Does it require a specific naming convention as well, such as mesh0, or Submaterial_0?
Reply #3 Top
I don't believe it does, just so long as it ends up using 0/1/2 in the exported X mesh.