Ok, to get a model imported, use the CMP importer included in my FLPack.
Quote:The problem is I don't have any of the textures I need, hence the need to make them. It is possible to unwrap a model, I just don't know how.
To get textures from vanilla ships, use something called the UTF editor. (In my FLPack). Open any of the .MAT files in Freelancer>DATA>SHIPS. MAT is a Material Library, and contains all of the textures for ships.
Inside you'll find a little Tree and a cross. Expand it to find a Material Library and a Texture Library. Open the Texture library, and expand any of the folders within. You'll see a bunch of files called MIPS. Click it, then click "Export" on the right hand side. Save this texture as whatever it's name is. So, for example, I'll show lib_playerships.Mat
The plus on the diagram mean's I haven't expanded it yet, and the - means it's been expanded.
So I would select MIPS from Metal_03.TGA and click "Export", save it somewhere I know where it as as Metal_03.dds
Then, I would open ms3d again, go to the Materials tab and make a new one, and then click the first "none" bar. It will ask you to find a .TGA file. You can use .DDS aswell. Find Metal_03.dds and select it. You can now use this texture in your model.
If you were to use all the texture's from one .MAT, then when you make the Shiparch entry, you can just point the material library section at the .MAT you took the textures from, which removes the annoying process of importing texture's into .MAT files and making new ones.