Alrighty... i figured some biggy soft (3dsmax) had to be around somewhere in the design hopes anyone should ever have. Only prob is, that stuff is
very costly.
There's even the 'free' version called Gmax but i doubt the Panda exporting plugin would be somehow truly compatible with it (yet, i could always try just to see if i can get lucky!).
I also took a quick snappy glimpse at Blender (Python scripting may be the solution for some, but to me a fair enough 3D tool MUST have everything necessary already built-in and ready to go) and felt a little strange about the
complex interface. That has more to do with the dreaded learning curve, though.
Still i WILL need to make a definitive choice and stick to it in the long run for compatibility reasons... thus, a sort combo-installation which would rely on many different softs to do many things;
1) Create the models (plenty, btw) and all of their required external components (ex- the Alien power source found in UFOs ***must*** go into the overall schema as the basic infra-structure for Engines, etc, etc)
2) Transfer the resulting native (be it OBJ, 3DS, whatever) format as a formal GC_DirectX file - properly, that is.
3) Test 'hem for both game-context recognition & exact representation graphic wise... one may think about the sortof double-layer materials for Trim-Hull sets.
4) UV map 'hem with even greater amounts of accurate images. Plus, Bluey depth maker files.
5) And only then, Package anything as a whole FINISHED set.
Lotsa work if you ask me. But i'm up for it.
So i'll try taking all your good advice, people. And probby go through a pre-analysis stage of many 3D Tools out there. The challenge should be real fun if anything else.
Even so --
Kryo - What soft was used to do the actual in-game models that we have now? Is there a specific method reliable enough to ease our work? Based on previous and current SD developpers experience, that is.
Pndrev - Blender Imp_Exp to/from DirectX requires external plugins. Well, that's what i gathered from their site, anyway. I have it installed, but haven't got any luck USING those python based scripts, yet. Still, i can test further.
KingWill - Whatever works RIGHT_FAST_SOLID_EXACTLY like i want, i'll simply use.
Knowing how busy i will get in the weeks ahead (after i'm almost done with the remaining
essential stuff for the Mod; Tech-Tree(s) & **all** surface Buildings, one of these lately!) with ships modeling, it's only reasonable to assume that i WOULD need serious skills to create some output adhering to my squeeky high quality standards (precision), in fact.
So long, and tks again everyone.