More or less that's it.. there are hardpoints to change, and those string files to add. People apparently get cranky if there are no string files.
![](/ubbthreads/images/graemlins/smile.gif)
The one change to my tutorial though.. don't name the files something like *_BS etc... the _ in there isn't supposed to be there. So it'd be like Ubership would have UbershipBS.BMP, UbershipVL.bmp, UbershipTI.bmp, then for each texture there needs to be a D texture. So tophull.bmp and tophull_i.bmp from SFC 2 would also have tophullD.bmp and tophull_iD.bmp added to them.. with the one that's for illumination just being the lights from the damage.
So if you had a ship like this in SFC 1:
Ubership.mod
Ubership.pcx <-note
Ubership_brk.mod
It'd turn into this for SFC 2:
Ubership.mod
Ubership.bmp <-note
Ubership_brk.mod
Ubership_i.bmp <-new
And this for SFC 3:
Ubership.mod
Ubership.bmp
Ubership_brk.mod
Ubership_i.bmp
UbershipD.bmp <-new - made by you
Ubership_iD.bmp <-new- made by you
Ubership.gf <-new- made by Glowtools and Hardpoint Editing Utility
Ubership.x <-new- made by Recacher
Ubership_brk.x <-new- made by Recacher
Ubership.txt <-new- made by you - contains ship description w/class
Ubership R.txt <-new- made by you - contains ship description w/o class
Ubership DefaultCore.txt <-new- made by you - contains ship stats
Ubership DefaultLoadout.txt <-new- made by you - contains ship weapons (I think)
All with the same basic original files.