Well i am not sure if this is the easiest/best way to do it (and i just got DA so i have no idea how it was done before) but i use the mod folder to do it...
The model goes to "Gfx/Models/" ans is called s99_Ship.x for example.
Then a file called "MyStuff.xml" (or whatever) goes to "Data/ShipComponents/" which looks like this:
Code: xml
- <?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
- <GC2>
- <DataChecksum NoParse="1">
- <Ignore>DisplayName,Description,Model,Thumbnail,Animation</Ignore>
- </DataChecksum>
- <Structure Name="MyShip">
- <DisplayName>Executer</DisplayName>
- <Model>Ship</Model>
- <Category>Structure</Category>
- <Description>Big mean Ship</Description>
- </Structure>
- </GC2>
the header i have taken from some example file, so i not exactly sure what it does, but it does work.
You can add as many
Structure Blocks as you like. Where
Model is the name of your model witout the s99 - so it would be Ship in our example.
The ship/part will show up under "Extras->Generic" in the Ship editor and can be used with the "Blank Box" to build a ship of any Race/Class/Size (It will be even scaled according to the choosen hull size).
This is compartible with any other mods you may have installed, as long as you not use .X or .XML of the same name and could be even Metaverse compartible (not sure about this, since i not play metaverse), since it does not overwrite any game data files.
Obviously you must have the "Use Mods" box checked and the Right Mod Folder selected for this to work.
PS.: Sorry... the code feature seems to be brocken somehow, or i ma to stupid to use it... you can get the example .XML file here:
Textfile