Try HODOREST 
Tried, HODOREST, it worked! Thanks! 
Now I’m having another issue, a crash on skirmish load, "Cannot find the Hardpoint_Gun0_Position joint"
This ship worked perfectly fine pre-HODOR 2.0, did the baseline for creating ships & weapons change? Do I need more dummies in certain places?
Look at the .event file, it might be there
All joints, markers etc. referenced in the .events file have to exist since 2.0.
Ah alright, thats good to know. Thanks
Sorry for the double post, still having issues.
I’ve got my ship usable in-game, however my ship is invisible and cannot shoot anything. Is this an issue with the XForm? Any ideas?
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?

