Baene,
I assume..
You are, for the first trial.. replacing a known working similar ship with your model for testing.. if so, and it crashes FL then the problem is most likely the .cmp and or .mat..
Couple of questions:
Are your groups listed in largest (polygon size per group) to smallest .. with hardpoints last..? and use unique group names?
Check your group syntax.. its so so easy to place a space at the beginning (or elsewhere) of a name and look at it 290 times before you see it.. this is bad if it's the primary group..
Did you use the .mat file exporter to export your materials? if so, then try UTF it's not so hard and much more reliable.. whether I use the .mat file exporter or not I ALWAYS take a look at the .mat in utf.. because if you are using .tga the .mat file exporter can get very confused.. it gets very confused with textures with 'glass' in the name and exports these like it or not without an entry in the texture module.. this MUST be corrected if you texture glass or want to make it glow...
Are your textures .tga or .dds? use dds and avoid .tga.. both for size and convenience.. you can take .dds files to 2048 x 2048 DTX1 (no mipmaps) without problems and they dont have to be inverted.. and the In-game resolution is much improved..
Did you use a model cleaner or a vertex optimization program on the model to get rid of duplicate vertexs BEFORE you scaled and exported it? If not I suggest Lithium Unwrap or similar.. the model cleaner in milkshape does not do a good job of removing duplicated vertexes
If all else fails send the model to me.. you know the email.. and I'll take a look at it..
Harrier
P.S. Just as an aside.. I should do a step by step procedure in tutorial form on "from modelling to game"... If there is interest in this then speak up.. it might save a lot of questions in the forums..
Edited by - harrier on 3/25/2006 10:31:56 PM