I have DropBox, so will just use my public DropBox folder (as I did above) for now.
I ended up removing that whole section of the hull, replacing it with a section cut out of an older save and welding it in place (after saving just the doors).
Originally I intended the ring on the outside of the doors to be at the same distance from the ship center as the original edge of the ship. Now it's out further than that (same on both sides of the ship), hoping it won't make a huge difference in ship hull visible width (the game uses the pixel width of the image to determine if the ship will go between other objects in the game, there is an "arena" in the game that the ship has to be able to enter). This will take some experimentation, once I get to the actual working render stage.
At any rate, thanks for the help and suggestions.
Oh, I figured out something, with regard to the material changing problem (the color of the crystal/sensor coloring the guns, gun mounts (but not the central turret) and tail fins). For some reason, it seems, there are two materials associated with those objects. If I change the transparency of the material used for the crystal, the other material shows through on the other objects (but then the crystal becomes transparent).
Correction, the color of the central turret the guns are mounted to changes the color of the guns and tail fins, then the color of the crystal seems to cover up that color if not transparent. This is very confusing.
Ah, I found a solution. I exported the ship as an OBJ, then imported it back in, and now I can select the objects (or even faces on them) and change the materials at will (and the tail fins don't look permanently in Ambient Occlusion). Success!
I ended up removing that whole section of the hull, replacing it with a section cut out of an older save and welding it in place (after saving just the doors).
Originally I intended the ring on the outside of the doors to be at the same distance from the ship center as the original edge of the ship. Now it's out further than that (same on both sides of the ship), hoping it won't make a huge difference in ship hull visible width (the game uses the pixel width of the image to determine if the ship will go between other objects in the game, there is an "arena" in the game that the ship has to be able to enter). This will take some experimentation, once I get to the actual working render stage.
At any rate, thanks for the help and suggestions.
Oh, I figured out something, with regard to the material changing problem (the color of the crystal/sensor coloring the guns, gun mounts (but not the central turret) and tail fins). For some reason, it seems, there are two materials associated with those objects. If I change the transparency of the material used for the crystal, the other material shows through on the other objects (but then the crystal becomes transparent).
Correction, the color of the central turret the guns are mounted to changes the color of the guns and tail fins, then the color of the crystal seems to cover up that color if not transparent. This is very confusing.
Ah, I found a solution. I exported the ship as an OBJ, then imported it back in, and now I can select the objects (or even faces on them) and change the materials at will (and the tail fins don't look permanently in Ambient Occlusion). Success!