nasa esa info:under 'Lizenz' is the copyleft note:
http://de.wikipedia.org/w/index.php?title=Datei:Seyfert_Galaxy_NGC_7742.jpg&filetimestamp=20090723120827---
the Model Workflow:From the whole ship downwards to the Model:
a ship is build up in the local.xml by a list of 'ship-parts', contaning the Parts local Position. right now we have 3 ship parts: Designs, Guns and Engines.
Design Parts do have one Model and the assigned textures; while guns do have 3 Models (if you like to assign a carriage and a enemy facing turret-head as well as a Muzzleflash Model). Engine Parts do have a Model and Engine Glow/Lensflare Billboard Textures in addition.
for every part you can apply several textures, a color map, a normal map and a blur/glow map, each has rgb and alpha values (alpha is not used right now, but the alpha channel in the color map will be the players color painting on ships, like you know from homeworld, while the alpha channel in the normal map will become the specular-map)
Models are Mesh Data stored as xml files, containing the vetrices, face data and UV coordinates for textures. In the Future I like to store Bones/Joints for animation data (but without animation data, the animation will be external to be used by more than one model)
Worker (2m - 3m) this is just for Drones, Marines and Technican for ships self-repairing and borading other ships.
Fighter (10m to 30m = model units) design objects are whole ships right now (need to cut them to wings, cocpits, engines and so on)
Corvette Class (50 to 120m) no ship parts done for this right now
Fregatte Class (100m to 300m) do have right now some models for design
i do not have any deffinition further up, but i like to go up to 1km to 5km. so ther will be space for battle/capital and eaven more ship classes.
besides ship types and there parts we also need: very low polygon vegetation, city buildings (different types, skyscrapper, slums, desert huts like in star wars

)
and asteroids, ship interior (rooms like commando bridge, enegy core, quaters)
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Blender Im-/ExportSo, right now i have used Milkshape, and wrote a milkshape3d Asccii format to xml converter. (its in the SVN misc folder) but i like to write a small import and export script for blender, i just opend one for obj files, this cannt be that hard, and a xml exporter would be a great addition to blender. Maybe ill have some time tommorow.