It's been a while since my last post; there's been a lot to get done in the meantime. I've spent almost two days just turning squares into triangles on the mesh and getting them to align properly (NifSkope does a better job of it than Blender, but I can't realign any normals with it). Then there's been the usual problems of converting to NIF, but those are out of the way now - so I've begun the process of hardpointing.
Some other news as well; I've been looking over the stock station model and realised the thing's
HUGE :eek , it is completely out of proportion when you realise the dock entrance is tiny compared to the rest of station. Replacing the stock model with mine could end up causing some problems (especially with SP where it spawns ships inside Starbase 12). So, I've decided to make my station a separate model - but I will probably edit the Starbase 12 set script to switch it with my station. Then I can add some ships inside the base without using up polys in my current model, everybody wins

! (it will be an option install, of course).
Now, I feel it's time to answer a few questions:
Animated maps?
Yes, I've followed Cordanilus' tutorial and they should be working. It's just that the Model Propery Editor refuses to read and open the file, and if MPE won't read it - I'm not sure if BC will. But I'll keep trying. Now, I'm working on the un-animated model just in case the animations don't work.
I certainly wish that it will have kick-ass phasers that will give romulans and klingons creeps..
Weapons. Well, yes. However, it is a space dock and not a battlestation, so I think it will be fairly limited weaponry. Not to say that it can't defend itself, but I'd imagine there'd always be a ship to defend it (probably an Akula ;) )
512x512's are high res?
Well, maybe not high res - but normal res. The 512's are only being applied to a comparitively small area of the model, so larger textures would be being wasteful - 512's give the best resolution, on the smaller areas for the lowest file size.