Well, you need to make a separate mesh (or maybe several, in case of several shielded ship parts) in your 3D programm and group this in tS with a light as "...-shields" subobject (if you have several meshes, put them all into this subobject) . Depending on your converter, the light has to be named something like "H_...-shields" I think, but I'm not entirely sure about the naming convention at the moment.
Your shield model should have a plain colour assigned to it in tS, NOT a texture.
It should also never be too far from the ships' hull (i.e. not too far out; it's no problem if it's actually inside the hull, though then ofcourse the hull will get hit in those places instead of the shield) or elsewise you will experience the problems most people trying to do capship shields had... (crashes, shields only working from a few angles, and maybe other nasty stuff - I originally got these problems, too;
thanks to the creator(s) of the SSD Diablo and Infernos' shield packs, which demonstrated the solution to me

)
[edit: Oops, I forgot
- the shieldmesh also has to be triangulated...]And if you wish your shieldmesh to look good, you also should try to make it rounded, avoiding sharp edges - otherwise the shieldhit-effect will stretch rather weirdly.
If you follow these guidelines, you should get a nice working shieldmesh upon conversion, be it a normal one, a capship one, or a multi-part one like you want.
To admit, I never tried multi-part, but normal AND capship shields do work this way

.
( I once made a cruiser shieldmesh [and a half] for WCS which worked rather nicely - it wasn't completely done so some shots still passed through, but else then this there were no problems - it can be a pretty lot of work to make them rounded though, especially for large ships with 90 degree angles...
It seems that the allowed distance from the hull is a fixed value or something, because the larger your ship, the closer the shields have to be to the hull in relative values - which propably caused all that fuss of people clamouring about "capship shields not working"... )
However, please note that FS shields seem to be pretty unreliable now and then - I sometimes noticed my fighter's hull being damaged and the (completely full) shields left untouched, even on some original

ships...

If you want a complete shieldmesh however, you can now fix this with the "hull shields" (or whatever the correct name is...) table-flag. For your part-shields of course, this flag won't be a good idea, as then the whole ship would count as shielded, not only the turrets.
Also, please note that a bit of this info might be outdated, as I'm not sure how much has changed here by the SCP-coders during the last two years. But this way it worked in FS2 retail, as well as some of the earlier SCP versions. Somewhere around 3.5 is the last that I'm 100% sure it worked, but as the coders usually don't want to delete features that were there originally, it should still work so in recent builds (though I had the SSD Diablo crashing on me in some build

- should maybe test this with a recent one to see if that's still there...) .
[Thank you if you actually read this far - here's a cookie:
O 
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