I don't know exactly if ships have had new models or not, or if these are just texture changes
Ok well take a look at a list of
FFE Objects and see which of them have a subfolder with the same number within the Models directory, and that should contain a model.x file and skin.png/tga/bmp.
If an object has a subfolder & model.x, then that means the game is using a replacement model for it.
Replacement models have one or more skin image that wraps the entire model. Example, model 34 the replacement Viper Mk2.
So this set of objects should be described as being replacement models that use skins. You need some one who can create a model in .X format and perhaps also an artist to create a detailed skin texture.
If there isn't a model subfolder then the game will use the second class of objecs - the original primitive-based models. A primitive-based model is generated by a script (of sorts) of draw commands. Each draw command will draw a square (anything with 4 sides) triangle, polygon or curved area etc etc. And each individual shape that forms the primitive model can have it's own material - either a texture in the 400+ range from the Textures folder, or a solid colour.
So to be clear what type of object we are talking about at any time, it helps to use the terminology:
Replacement model + Skin, or Primitive model + Texture.
Is there any way to find out what textures these type of blank buildings can use?
This is where you need to refer to the
jongware site and the
ShowMesh.txt file that is a dump of all draw commands, for each of the models.
The black/white domes are object #269. If you search the showmesh.txt file for [hash]number[:] i.e. #269: then it'll go to the start of the draw commands for this object.
This one is built up of lots of commands such as:
0003 0888 0C02 046A ; Triangle(COLOR_WHITE, 12,2,4, Normal(106))
The first 4 values define the draw command, 0003 says it's a triangle, then the next 4 values 0888 showing this triangle is just drawn as a solid white shape. (888 forms the RGB values that are multiplied by 17 to get the end value) Others are solid black. So this whole object doesn't have any textures that you can edit.
If we look at a shape that does have a texture - e.g. a triangle on the Falcon, object #20:
0003 4013 161A 1E1C ; Triangle(Texture_Metal_Cyan_0, 22,26,30, Normal(28))
The bit to note here is the 2nd set of values start with 4 and if this first number is 4 or higher then it always means that the following 3 values denote a texture.
I picked this one as the description along side says as much but it isn't very helpful. "What the heck does Metal_Cyan_0 mean?"
Well like the solid colours, you then look to the next 3 numbers in the 2nd group. 013 in this case. This is a hexadecimal number 013h which you have to convert to decimal, =19, and then add 400 to. So this triangle uses texture 419 from the Textures folder. If you look at the original FFED3D textures, it does indeed correlate to the first of two cyan textures. Most textures are described with the hex number, but I picked an awkward one to describe fully.
Only "squares" (all 4 sided shapes), triangles and cones actually use textures IIRC. There are polygon (and even line) commands that define the use of a texture - but are solid colour only. You might recall I highlighted that the original field polygon shapes use texture 424 - but it seems this just means it will take the colour from the top left pixel in the image. And with the original image, it restored the fields to being a dark green rather than a washed-out yellow/grey colour.
So I'm afraid that if you want to identify individual models and the textures that they use, expect a bit of leg work to do. This is what I've spent 3 weeks staring at to identify individual triangles/squares to fix the z-issues and missing decals etc...
I'm not sure what most of the building numbers are as haven't really dug into any of them. One thing to know is that they'll be owned by a 'city square' (or bio dome) which in turn is owned by the space port 'group' object. The primary group for Hope is object #86 and you'll see in it's definition it contains a bunch of 'sub objects' in the range 271-282. 271 is the "Old Blackelk" spaceport building itself & the 2 landing pads. 272+ are subgroups again and contain the individual buildings as sub-objects.
There's a whole bunch of objects in the range 377+ simply described as "building" in the FFE objects list. I wouldn't know which is which, but you can narrow it down by seeing which of these have replacement models already and cross them off.
Then look for easily identifiable features, such as posters, or obvious textures or colours and look for the models that include them. If you're unlucky, the blank blocks to the left could be #397 "buildings"...
Another trick you can make use of - the primitive models can also be exported -either completely at startup with the .cfg setting modelexport=1, or more helpfully to you, by toggling the functionality On with CTRL+F9. They'll wind up in the subfolder Models\_export.
If you make sure that folder doesn't exist, load the game with out the setting enabled and then you can narrow the suspects down very quickly: take off and fly towards your buildings of interest, hit CTRL+F9, fly past for a second or so and quit. You should then have a shortlist of models in the exports folder to investigate further.
As far as actually editing models and using these exports as guides, well that's beyond my knowledge right now, but has been covered before in the main FFED3D thread and over at the Russian site.