Done with uv maping. Any recommendations for texturing it?
...good luck
What is the best way to make debris, glowpoints, dockpoints, subsystems and shields?
All of this is done using pcs2. Debris can be made separately. Copy your truespace file and split up the model in a way you would like to have the fighter explode. Keep the broken pieces of the ship in their relative positions as if the ship were connected. Separate the objects and name them each debris01, debris02, debris03...etc
Shields are perhaps the easiest unless you want to make your own mesh. In pcs2, you can select the shield header 'the green dot' and then select 'load' at the top right. You can select another .pof file which will import an already made shield mesh. Try to pick one that is shaped roughly like your fighter. When you have imported the new shield, you can use transformation properties to fit your fighter into the shield mesh nicely.
If you want to make your own shield mesh in truespace make a separate object named shield before you export your fighter. You do not need to texture this object. Be careful about excessive polygons with shield meshes though or your model will cause crashes.
Subsystems are also made in pcs2. You might want to open a sample ship from the retail files or a usermade .pof. Create, name and assign special points and label them $communications, $navigation, $weapons, $engine, and $sensors. Give them all the property: $special=subsystem. You can set the radius inside where a hit will cause subsystem damage at the right.
Note: To create, copy or delete special points click the yellow blue and red icons respectively at the right. IMO that's the hardest thing to figure out about pcs2 since they are small and unlabeled.
Dockpoints are a bit tricky, check another .pof for reference or try importing. You must place two points one right in front of the other. Keep them relatively close together. Set the normals facing away from the ship eg. directly up or directly down. This will set the 'path' that the support ship will follow when docking with the ship. After you have set all the special points and docking points, go down to the paths header (another green dot header category) and click on generate paths.
Should i have put debris texture in the same map as the ship or is there some map tile map in MediaVPs used for dedris?
mediavps has its own texture tile maps. You probably want to use 'Debris01-b' or 'Debris01-c' based on the look of your ship. You also might want to find these textures in your mediavps data to see how to uv map them. Look in the mvassets.vp. You do have Vpview32 don't you?
Any advice on the conversion to freespace open?
pcs2 is the way to convert models to freespace. I don't know what truespace exports, but pcs2 imports only certain types of files such as .dae or .scn or .cob. You will have to export your file in one of these formats so pcs2 can read it. You might have to download a plugin for this. Once you have done this, you need a .tbm file to accompany your .pof.
All of this might sound overwhelming, but you might want to also consider adding LODs or 'Levels of Detail'. This will render the ship using lower poly models the further away the player is from the ship saving framerate performance. You can add levels of detail by importing additional geometry into pcs2 called detail1 and detail2 etc. With both levels of detail and debris, make sure your header refrences these objects appropiately. Also make sure your table is set to the 'detail distance' you want to set.