The invisible is because you didn’t give it any textures (most likely).
I actually think that Homeworld puts a default gray texture on it if there is none.
That’s how it used to be when I was testing out ships pre-HODOR 2.0, they had the default gray texture.
What does DAEnerys think of your ships?
Pre 2.0 yes, it just rendered them as blank grayish-white surfaces. Post 2.0, they turn invisible. I speak from experience. 
Ugh, really? I was hoping to hold off on texturing until I get my ships fully-working…
A plain gray _DIFF texture will suffice.
I applied a simple green texture to my ship, still invisible. Where else could this issue be?
(lmk if this is too image-heavy and I’ll remove some)
Materials and textures must be named properly or HODOR will ignore them. Use the format from the example ships.
Yup, @Dom2 speaks the truth. 
But I very much would like to encourage you to take a look at it with DAEnerys, because that’s exactly what it’s meant for (right now).
Dom is right, your shader and textures isn’t following naming conventions. HODOR is ignoring them.
Woo! Lol… I’ll fix those tonight, @PayDay and I’ll try out DAEnerys! Thanks everyone 
EDIT: Quick question about texturing: How does Homeworld RM handle reflectance patterns?
REFL map I believe. White is fully reflective, Black is matte.
By referencing the hgn_carrier and the tai_interceptor I determined that my material should be called “MAT[Civ1_Destroyer]_SHD[ship]”. However, this does not work for my ship as it’s still invisible…
Ideas?
Have you tried DAEnerys yet?
Either way, feel free to send it to me, and I’ll take a look at it.
Does your texture name (in Max) also follow the naming conventions set in the example ships?
I believe so yes, I referenced my texture’s name from 2 different example ships (to make sure it was right).
@radar3301 I’ll send you those files tonight.
Do you know if there is a maximum size for the texture files HODOR can work with, because I seem to have a slight problem with a cough 8K cough texture right now, which makes crash the program when I launch it.
Good lord. Though no, by itself that shouldn’t crash it as the mothership has 8k textures.
Is HODOR compressing it using DXT1?
My own script used 8888 and I tried HODOREST using all parameters, without avail. I modified while typing this post my script to compress the texture to DXT1, but without success either.

