What shader are you using? How do your texture maps look?
The exploding mesh can be caused by having an animated mesh without states, or a static mesh with an animation. Can you post the entity and mesh scripts, please?
Sorry it took me so long to put this post together, anyway, here goes.
The model was originally using the PdxMeshShip shader, then i went into the gfx file and changed it to PdxMeshTerra, as someone had tried that in a previous post, but it had no effect.
The gfx and asset files are copies of the _mammalian_01_ships files (so in this case, changed to _borg_01_ships_meshes/entities, respectively), just copied and renamed, and the relevant entries altered to point the new model and textures, like so:
From the ~_meshes.gfx file:
Code:
####### Battleship mid sections #######
pdxmesh = {
name = "borg_01_battleship_mesh"
file = "gfx/models/ships/borg_01/borg_01_battleship.mesh"
scale = 10.0
meshsettings = {
name = "borg_01_battleship_coreA"
index = 0
texture_diffuse = "borg_01_battleship_diffuse.dds"
texture_normal = "borg_01_battleship_normal.dds"
texture_specular = "borg_01_battleship_specular.dds"
shader = "PdxMeshTerra"
}
}
From the ~_entities.asset file:
Code:
#MID
entity = {
name = "borg_01_battleship_entity"
pdxmesh = "borg_01_battleship_mesh"
default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = moving state_time = 5
event = { time = 0 node = "light_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }
}
Though i don't actually have any animations on the model, I'm just trying to get the static mesh to show up properly to start with, i'll worry about adding hardpoints and animations later.
Here are the textures:
The graph i made in substance designer:
If it's not clear enough, then here is how I made the textures. I fed a diffuse texture into a BitmapToMaterial node which split it into various output nodes (Normal, Specular, Gloss, Metal and Diffuse), then i created 3 RGBA slit nodes, which separates a color input into separate channels, then fed the red channel from the first two into the green and alpha inputs of a RGBA merge node and the blue input was connected to the B2M emissive output via the red channel of an RGBA splitter, like so:

which gave me this:

The red and green channels are identical, and the blue channel is black, except for the white parts where I want the 'glow' to show up, this is basically how the Wiki says to structure a normal map.
The specular map is pretty much made the same way, with the metal gloss and specular outputs from the B2M node fed into channel split nodes, the blue outputs of which were then fed into the green, blue and alpha inputs of a merge node, as per the instructions on the wiki, which was then connected to the specular output node, like so:

which gave me this:

and finally, the diffuse map:
If you need any more details, let me know.