Having particles represent parts of your ship is not that good of an idea, because particles kick in only when you zoom in on the action, and that means parts of your ship are going to pop in and out of existence from time to time.
End of ManSh00ter's quote
Well, the B5 mod use the method of particle for the rotating part of the Omega destroyer ( http://babylon5ins.blogspot.com/2009/11/ea-omega-tex-wip4-update-ingame-mesh_10.html )... until now, i have never see the rotating part disappear... maybe because the particle effect use the gs_ship.fx shader code who is in fact the same shader that for usual ship render...
In fact, i think it is more related to the particle file code... have use a similar method for one of my vorlon ship ( http://babylon5ins.blogspot.com/2010/04/vorlon-dreadnought-modelmoving-tex-by.html )... all blue light emitting section section are a secondary mesh using only a rgb cl texture map with the sun shader code... only way that i have found for have light to be enough realistic ( can be projected on the hull of the ship or other ship )...
Maybe particle effect are like mesh, they vanish with zoom only when they are very small on screen, smaller that a pixel... or when your max particle count is too small in your sins .ini ( normally 6000 but mine is on 16000 since several years )
For the collision problem, maybe simply use notepad for edit your .mesh and modify the bounding data at the begin of the file... these bounding data are usually used for collision detection in game... extend the .mesh value for include part who will be generated by particle will resolve the problem...
I made the turrets as low poly as I could - some are only around 150 - but I am not willing to butcher their quality completely. I may use the models in another engine in the future, upon which case I'd probably end up remodeling them and increasing their detail much further.
End of IskatuMesk's quote
Well, on the model that i work now, i have over 150 turret... have just recently reduce the tri count from 164 tri to 140 tri... but 150 turret at 140 tri is directly 21k tri !!! So, i understand your problem... and your solution of main mesh and a mesh for weapons is a good one...
In fact, you can have one for the hull, one for weapons and one for detail ( thing who are sometime called nurnies in 3D who can eat a lot of poly due to their amount )...
I'll be trying to aim for a lot of up close shots on the turrets if I can manage. The camera system in sins is rather difficult.
End of IskatuMesk's quote
Try the dev.exe... camera zoom work differently with the dev.exe... take a look at http://soase.weebly.com/developer-exes.html#g ... "Does allow you to ignore the minimum zoom distances, so can be used for screenshots"... i think that it is what you need !!!