I thought it might be appropriate to formalize the workflow for this model - mainly to keep it as a safe record, here, for myself.
The workflow shows a step-by-step progression but, most often, each stage was followed by additions to, or refinement of, some of the previous stages. This was especially the case with UV mapping and texture mapping.
The majority of work was carried out in an up to date Blender 2.76. The model then had to be transferred to Blender 2.49b to get ready for BBExporter.py for some of the objects. The critical objects that are most visible in the game will have to be - unfortunately - laboriously cleaned up by processing through GMax. Anyway, what follows is the method that best suited my situation.
USS Nimitz CVN-68 carrier modelling workflow
Blender v 2.76
Background Images for reference drawings
hull rough
hull split
hull refine
flight deck rough
flight deck refine
- start UV mapping with Gimp 2.8
sponsons
hanger doors
whips
catwalks
lifeboats
stern hanger
hull railings
netting
stern
weapons
JBDs
island
bridge
bridge decking
bridge galleries
bridge railings
control
flight bridge
main mast
foremast
main mast beams
main mast platforms
ladders
spotlights
antennae: hf, uhf, vhf, ehf
radar: sps48, sps43, spq9, sps67, spn46, sps49, sps65
radomes
pa loudspeakers
doors
lockers
piping
crane
mules
handling equipment
catwalk equipment
LSO station
crew
water wastes
bridge fine details
flightdeck fine details
hull fine details
Blender v 2.49b
clean up objects
triangulate quad faces
duplicate appropriate objects and simplify to create LOD models
name as object_name-01 .. -02 etc
parent to relevant object
duplicate appropriate objects for shadow models
name as object_name-sh
parent to relevant object
add simple boxes as collision models
name as xobject_name
parent to relevant object
add hooks
name as _object_name
parent to relevant object
ensure no vertex normals problems
select the Object, Modify /Edge Split /decide a suitable angle, say 88deg /Apply; then go into Edit Mode /select all vertices on the Object /Mesh /Normals /Recalculate Outside
create simple object
say, a cube; add material; name as 'node'; parent all Objects to 'node' (use Outliner shift+LMB+drag to left of datablocks/ RMB/ Select to select relevant Objects)
select and export 'node'
using BlendyBlendy Exporter by The_WOZ v 0.7 - which will export hier.him and all .msh files containing shadows, collisions, hooks in a single operation
IL2 1946 CUP
test hull and flightdeck
test majority
test RC_1
test RC-nn
EDIT 20Nov16 - node export
EDIT 17Nov16 - update conversion process