To start off with: Huge giant WELL DONE! for creating a newbie tutorial thingie within 12 posts!

I've over 1500 and still not finished mine.

Another well done for having so few actual errors in it. Modelling ships is a complicated process, so in the setting of a modding guide I'm very impressed.

So with that in mind, please don't take the following 'fixes' as any kind of insult.

1) One of the biggest things right off the bat is the outdated PCS and Modview links. PCS2 has been in development for quite some time now, and is nearly bug free. Kazan's release thread is here:
http://www.hard-light.net/forums/index.php/topic,52098.0.htmlPCS2 has more data editing capabilities than PCS1 and a better render window than modview. It also makes things a lot easier with data entry by enabling you to move things like gunpoints or dockpoints around by holding ctrl and dragging in the window. (It takes a bit of getting used to with the movement planes and the like). It also has an incredibly handy auto-gen for path data which is supposed to be used once most other data is in place.
2) The stuff on hierarchies and whole vs separate meshes is a little bit confusing. I just recently wrote up a reasonably long description of that stuff here:
http://www.hard-light.net/forums/index.php/topic,52726.msg1065742.html#msg1065742However mine isn't aimed at covering the auto-gen features of PCS2. A better source for all that info is Bobboau's PCS 1 tutorial here:
http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm in the "PCS auto-gen" link on the left hand side. All that stuff still applies for the PCS2 auto-gen.

Also while you're there you can find much more complete pof editing guidelines. Some of it no longer applies for one reason or another, but it's all still pretty relevant.
3) I'd say take the bit out about modeled thruster plumes. FSO handles engine thrusterpoints quite differently now, and having a modeled one in there tends to look rather crappy unfortunately.
4) The texturing stuff there seems a bit off. If textures disappear after conversion, it means they didn't get converted and you probably won't see anything in-game. You can't apply textures in PCS1 or 2 either, though you can change which texture map it uses if it already has one.
I get the impression you know what textures and UV maps are already but just in case:
What you're applying in truespace and I presume animator are shaders. Shaders don't get converted to POF - only texture maps with UV co-ordinates. (ie, you need to have the model UV mapped and then apply a texture map to it) If truespace can't see any texture map applied to the model, then the converted POF won't have one.
5) Texture maps are placed in \data\maps rather than data\textures - since that folder doesn't actually exist.

Taylor wrote up an excellent document about texture formats and usage that I would strongly recommend all FS modellers read carefully and get clarification on bits they aren't clear on, here:
http://www.hard-light.net/forums/index.php/topic,37158.0.htmlWell done again!
