Ok, here's a...well not terribly simple sample of the Blender DAE exporter output: TestShipOne.
http://game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/ColladaTestShipOne.zipIt should take the two textures - ShipHullTexture and Glass. I've also set up lots of empties (helpers) also to represent sample data such as engine glows, dockpoints, subsystem centres and gunpoints. The model has shields (which are the only bits of geometry without a texture or a UV map), a LOD and debris objects all named appropriately.
A few other notes:
- The object names rather than the mesh names should be the ones assigned to the POF-style subobjects once converted.
- There are two versions of the DAE, one with hierarchy and one without.
- I couldn't find anywhere in Blender to insert the subobject properties other than scripts attached to objects - you can see these in the .blend, but them and all references to them didn't survive the export, so it might be a good idea to make it recognise a turret object in the input (ie, every object with "turret" in the name UNLESS it also has "arm") and add some default turret data itself (and rotation axes for multipart).
- Not sure what the best method for defining radii for subsystems. Probably just a "-R=20" tag on the end of the name of the empty representing the subsystems centre, so for example: "SubsystemEngine-R=30" for a subsystem called $Engine with a radius of 30 meters.