Eep! Been a while since I've been here! BCSF, sorry I haven't gotten back to you re DarkDrone's screenies, been pretty busy between RD and my regualr life. I was thinking it might be easier if I just make stripped-down models available (ie: no damamge model), of which should help in converting. I've also had a request for a model simply for rendering, so this may be a worthwhile endeavour for other reasons too. Anyhow, a few answers:
Textures: KA runs on a very ancient engine, of which was rather old when it was used in SFA. It uses an older version of LW for it's models (5.6 to be exact) of which doesn't support UV texturing, of which sometimes requires us to get rather creative in projecting onto some surfaces. Also due to the age of the engine, KA only supports 24-bit testures up to 256x256, of which is why we wind up using multiple textures over large surfaces, to keep a higher level of detail in the absense of larger textures.
Damage Model: Although it's beautiful once a model's done, KA's ginsu system is complex and I haven't heard of a single KA modder that actually likes working on the damage model. It essentially uses an identical model to the standard one for the ship, just with transparancy textures to knock holes in the hull, plus some inner objects to represent busted up decks and such. Since this essentially would double the point value of each ship, the ginsu model is very often loaded along with the original model and the points are combined, making the final game model all the more complex. For LW users this isn't too big a chore to get rid of, make sure you're in "Polygon" mode and hit "w". 5.6 users will see a green flyout at the bottom of the menu to select individual surfaces, and LW7 will see a "Surf" entry 3rd from the bottom, click the arrow to the right to access the surface list. All surfaces with the word "BROKEN" after the first 2 numbers are part of the damage model and can be disposed of, so select all of these and delete them.
http://dynamic.gamespy.com/~klingonacademy/forum/showthread.php?t=30468Lightmaps: I have a tutorial that explains KA textures, the second page contains the lightmap codes if anyone needs a reference guide:
http://www.angelfire.com/trek/phoenixx/texture/texture.htm3-Verticies Error: This means that the polygons on the model need to be broken down so each has no more than 3 verticies. I very often leave co-planar polys that have more than 3 points as is to simplify construction. My plugin also doesn't seem to like single-point polys, of which KA uses as well, these could be erased since I presume that SFC requires a different setup for it's pointlights and weapons.
KA Mod Repository: John Addison is still setting up our Downloads Section, of which should contain virtually every KA mod ever made. It's become imparative as of late, since many modders have gone beyond the Rim and the only place to get some of their works is from other players who happen to have their mods on their harddrives.
Stock KA Ships: like BCSF said, don't bother going to the work of converting them, unless there's a design you really like and it hasn't been replaced by a modder yet. SFC1's models were far more accurate than KA's.
Hope this helps...