Right, off we go. Sorry for the delay, I was busy figuring out how to go about all this. :hmm
How well do you know the programs I listed above? I don't want to go over stuff that you already know, cos that would be a waste of our time.
I'm guessing 'locators' are totally new to you, though? You'll need to get to know them like the back of your hand, eventually.
Locators are the key to this whole process. No modelling involved whatsoever.
They are what make up all in-game models, by telling the game engine what goes where and what they do.
The three programs all work together to achieve the final results:
- GM Viewer lets you literally view the game's model files, and can display the locators visually.
- TOOL lets you add/change/remove locators, or write them to a text file for Notepad++ to read.
- Notepad++ lets you add/change/remove them in text file format.
So, the first thing for you to do is open up GM Viewer and set it up to read from the right directories.
Under '
Select GM File', browse to PotC/RESOURCE/MODELS/Ships/USS_Enterprise1
Under '
Select TX Directory...', browse to PotC/RESOURCE/Textures/Ships
Then, select 'USS_Enterprise1.gm'. You'll see the hull appear.
Click-and-drag to rotate the model, right-click-and-drag to zoom, middle-mouse-and-drag to move the camera's central position.
See the screenshot below if I've confused you anywhere:
Using this program, you can look at
any of the GM files in the game, but for now we're sticking to the ships (they're the most interesting, anyway!

)
Now, what we need to do eventually is 'borrow' some models from other ships, in order to change the Enterprise's rigging.
I've drawn out a plan for what I recommend we do, to cut out most of the trial-and-error process for you:
What this shows is what we're aiming for. I've chosen Speedy1 as the main 'donor', except for one model from Greyhound1.
Speedy is roughly the same size as Enterprise, so the yard models (known as 'reys', as in the screenshot) are the right sort of size.
Before I carry on, does this make some kind of sense to you, yet?
You'll need to get to grips with the above ideas before we get onto the real work.
