The flagpole problem is related to the third person camera issue that some ships have, which makes it centre far too high above the ship when zoomed out fully.
Basically, this is because some ships have the flagpole integrated as part of the hull. Since the hull is normally responsible for how the third person camera is centred above the ship, the extra height the flagpole adds makes the camera too high up.
The way to fix this is to remove the flagpole from the hull, and add it as a separate model file using a locator.
This does involve using TOOL in most cases, but sometimes doing so corrupts the hull, and ruins the collision detection, as well as causing a 'beep' sound whenever the ship is encountered.
To avoid that, the model needs to be exported into Maya, where it can have the flagpole removed and made into a separate model file, and re-exporting it all back to GM format.
Anyway, if you want to try the TOOL method yourself, here's what to do:
- Make a copy of the model you need to fix.
- Open one version in TOOL, and use 'Edit Scene' to delete the part with the flagpole attached. Save the file.
- Open the other version, and use 'Edit Scene' to delete everything BUT the flagpole part, and save the file.
- Rename the copy which is now just the flagpole to something like '[modelname]_flagpole.gm'.
- Add a new geometry locator to the hull. Call it 'flagpole', at position (0,0,0), and save the file. Now the model should appear as one part in-game, and the camera should centre correctly.
What interests me, though, is that your OS and .NET framework combination could be very TOOL-friendly...
Could you try an experiment to confirm that? Just try to open the model 'SoleilRoyal_part1.gm' in RESOURCE/MODELS/Ships/SoleilRoyal, and let me know if it works.
If you can open the model successfully, then that would be extremely useful! :will