Hi again, sorry for being a little slow to respond!
I checked your file and I was able to get it to work just fine in the game. I made it use the original texture files so it looked a little weird, but it works.
First of all I saw that you had exported it with the "PdxMeshRunemaster" shader which is of course an error on our behalf that the default settings include that shader. It should be "PdxMeshShip" (or as Aerie said, "PdxMeshTerra" for a simpler version).
I also saw that you tried to replace the mammalian_01_science_entity which is the frame. We use this to animate the ships and then attach the actual ship that is named "mammalian_01_science_ship_entity" to a joint in the mesh called "part1". Instead of replacing the frame I replaced the ship_entity which worked very well.
You can use the frame as your ship, but you have to prevent the game from attaching a default ship to it. The best way of doing this for this purpose is to just comment out everything in the mammalian_01_ship_entity (except for the entity name). This way it will either not spawn anything should you not have the proper joint naming convention, or it will spawn an empty entity.
Thank you for taking the time.
Yes I noticed the shader name, there's this other thread I had a look at and I changed it to the proper one. Thanks for that.
Unfortunately there's still something wrong over here. So I went into the .asset file and changed the entity name to _ship_entity instead of science only. I suppose that's what you suggested to make it easy. I'm still getting the same results though. I pretty much can't see any mesh (for the science ship) in game anymore.
Let me just quickly state my mod directory to make sure this is not the problem.
So under C:/..../Documents/Paradox Interactive/Stellaris/mod there is both my testmod directory and testmod.mod file
Inside the directory I've created the same folder structure which is gfx/models/ships/mammalian_01 containing the three files created by the exporter.
Is that the right directory or do I have to state the mod folder somewhere in the gfx or asset file.
Finally I've activated the mod in the launcher.
Yet I can't figure it out. I like to be the one figuring it out myself, no chance this time.
Btw. is using "reload MESHNAME" or "reload mesh" (does that apply to all meshes?) a viable method so you don't have to restart the game (faster iteration)?
I'd really like to find a solution for this, thank you again for your effort, I appreciate it.