Would you like to be able to go from this in 3DS:
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To this in the game?:
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It's not that hard really. As a relative beginner, I created this model and these instructions in a couple of days. I'm sure an experienced 3D modeler could do much better in a shorter time.
I'm probably the last person who should be writing this, since I'm very new to 3D modeling in general, and to X3 modding in particular. But hey, if I can do it, so can you. Here's how.
Some of these steps are repeated from Part 1 so that you don't have to keep jumping back and forth.
We will be creating an M3 class ship based on the approximate size of the Argon Nova. We will be using Nova engines and lasers to keep things simple, and because I am usually on fairly good terms with the Argons.

Required software:
3DS Max design software. I'm using version 6. I don't know how compatible these instructions are with other versions. Currently there is a 30 day demo that you can download from Autodesk. I understand that GMax is a free alternative to the expensive 3DS Max, but I know nothing about that application. Other people in this forum may be able to help you with Gmax if you are interested.
Doubleshadow's X2BC - decompilation of BOB files and compilation of BOD files
Doubleshadow's DBOX2 - import/export body and scene files to 3ds max/gmax.
Doubleshadow's X3 Editor - edit game files and create mods.
Doubleshadow's X3 ModManager - unpack game files and manage .cat/.dat files. Instructions for Use.
And of course the X3 game itself.
1. Use Doubleshadow’s X3 ModManager (ver 0.0.5) and extract all the game files from 01.cat – 06.cat (or whatever the highest number is) into a working (sandbox) directory. You wouldn’t have to extract them all, but what the heck.
2. Now use Doubleshadow’s X2BC command line program to convert the file objects\ships\argon_M3.bob to argon_M3.bod. I extracted all my .cat files to e:\xtbc\data, so my command line is:
e:\x2bc\x2bc -d "E:\x2bc\data\objects\ships\argon\argon_M3.bob”. There are various ways to automate this procedure with batch files if you know how.
3. Make sure that the file objects\ships\argon_M3_scene is also in .bod format. As I recall, this file was already converted when I extracted the .cat files, but you may need to execute X2BC on that file as well (if it isn’t already.bod).
4. Install the Doubleshadow’s DBOX2 plugin for 3DS.
5. Run 3DS and use the MAXscript DBOX2 plugin to import ships\argon\argon_M3.bod as a Body with Detach Parts checked. This will import the Nova spaceship into 3DS.
You will see 2 imported objects. One is named argon_M3, and the other one is name Cockpit. The Cockpit object is that funny little box thing near the front of the cockpit. This is a "special" part that you will need to have. There is really nothing special about it except its name.
In my version of 3DS there is a tutorial on Modeling a Low-Polygon Spaceship. It takes you through the steps of creating a model from some drawings and a simple box shape.
6. Superimpose the Nova against the tutorial spaceship sketches, and resize the viewports so everything kind of lines up. When things look right, you should lock the viewport backgrounds so that everything stays in place as you work.
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7. Delete the argon_M3 object, but leave the Cockpit object. You can move the Cockpit object out of the way for now if you need to.
8. Continue with the 3DS Max tutorial until you are satisfied with your model. I'm just a beginner, and I didn't want to put too much time into the model when what I really wanted to do was figure out how to get it into the game first. Make sure you keep your polygon count down as low as possible. The Nova has about 10,000 polygons (not including the lasers and engines etc). With the application of judicious smoothing techniques, you should be able to keep your polygon count much less than the Nova, and have it still look quite good. NOTE: because of the way I sized the drawing to match the Nova, the measurement amounts for extrusions and such specified in the 3DS tuturial will need to be adjusted accordingly.
This is what I ended up with after going through the tutorial a few times:
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9. In 3DS select your ship and name it: ships\argon\phoenix_M3
10. Now you need to deal with that funny little Cockpit object. Go ahead and move it so it is placed on the outside of the cockpit about where your eyes would be looking out. You can see the red cross where I have placed mine (you won't see the red cross in your model right now).
11. Select the Cockpit object, and make it a Child (link) of the ships\argon\phoenix_M3 object.
12. Remove the Materials that the Cockpit object inherits from Nova. No sense keeping them unless you want to use them for your model.
13. Select the ships\argon\phoenix_M3 object, and using the DBOX Max Script plugin, scroll down to the Components section and click the Export button. This will update components.txt for your ship viewing (Cockpit) position. Now click the Show button. A red cross should now appear on the Cockpit object. This will verify that components.txt has made an entry for your ship.
14. Using the DBOX plugin, Export All (Body) to: objects\ships\argon\phoenix_M3.bod (this is an arbitrary name; it could be anything. I go by Phoenix in the game, and am in the habit of this naming convention).
15. Reset 3DS and import the Nova Scene file: objects\ships\argon\argon_M3_scene.bob with Detach Parts unchecked. Select the Nova, and rename it: Bships\argon\phoenix_M3_1b
16. Export the Scene file as: objects\ships\argon\phoenix_M3_scene.bod. Now import it again (Detach Parts unchecked), and you will see that your new ship has replaced the Nova in the scene. You will also see that the lasers and engines are not positioned correctly because our new ship is not exactly the same shape as the Nova.
17. Move the lasers and engines to position them correctly for your ship. There are about 15 parts left over from the Nova scene we are inheriting that start out with B566_. Doubleshadow informs us that these are RCS (reaction control system) jets. You will notice these jets if you are familiar with piloting the Nova. When you do a turn you will see little "jets" activating on one side or other of the nose. I deleted these parts from my model for simplicity.
You will notice that there is a cameradummy object in the scene that we are using from the Nova. This is the camera viewing position for the rear turret. Move it so that is a positioned above or below the direct line of fire for the rear turret. We will have to make a change in the Tships file for this object later.
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18. Using Doubleshadow’s TXT Editor, open the file types\Tships and copy and paste the Argon Nova.
19. In the ID section replace NEW_OBJECT_1 (or whatever) to something like SS_SH_001. Change the description number to 5902.
20. Still in TXT Editor, click on the Text Res button and open the file t\440001.pck.
21. Scroll down to the Boardcomp.objects section and right-click in the right window pane and select “Add text”. Enter 5902 in the ID, and enter a name for your ship. I called mine “Phoenix – M3 - experimental”. Add text again with ID number 5903. This will be the description of your ship. I entered “Classified”. Save and exit the Text Resource Editor.
22. Back in TXT Editor, in the Model tab for your ship (SS_SH_001) change the Ship scene line to: ships\argon\phoenix_M3_scene.
23. Open the scene file ship\argon\phoenix_M3_scene.bod with a text editor and look for the cameradummy entry. You will see a line like this:
P 12; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2h; b // idx 12
Note the idx number (12 in this case)
24. Select the Turrets tab (back in TXT Editor), and change the Path idx for ships\props\camerdummy to match the idx in the scene file (12 for our example).
25. Select the Raw data tab and scroll down to offset 56 (in this case). You will see an entry that still refers to the Nova. Change it to: ships\argon\phoenix_M3. Save and exit TXT Editor. NOTE: This may be of interest to people having problems with their cockpit view being stuck at 0,0,0. You have to change this offset reference or your viewing position (cockpit) will be incorrect.
26.Using Modmanager, create a new .cat file (I called mine flagship.cat) in the Mods subdirectory off the game root. When you start the game, you will be able to select flagship.mod.
27. Add the following files from your “sandbox” to your flagship.cat file in Modmanager:
types\Tships.pck
types\Components.pck
t\44001.pck
textures\yellowgreen.jpg (a texture I used in 3DS)
textures\steelplt.jpg (another texture)
objects\ships\argon\phoenix_M3.bpd
objects\ships\argon\phoenix_M3_scene.bpd
Run your game and either script in a Phoenix – M3 – experimental, or add one into the game with the Universe editor. I add my ships to one of the existing shipyards so I can buy them from there.
You will now have a custom ship in the game Part 2!!
By the way, here is the "cockpit" view for this ship. I like having the cockpit nearer the front of the ship than many of the X3 ships have it. That way I don't have a huge nose sticking up into the screen like a sore thumb

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