Once you've got your mesh (.dxs), internal (.snt) and texture maps (.png), then you just add it into your new spiffy custom vesselData.xml file. You have options of simply modifying the existing vesselData file or creating an all new one. This mostly depends on whether you've got enough ships to justify a total conversion or just a small modification. If you've got enough ships and want only Star Wars ships showing up, then you'll need to remove all the stock vessels and replace 'em with yours. There are
several mods that have examples of total vesselData conversions. (Just make sure to keep track of the stock one!)
The power of the ship editor (asides from the internal structure) is in also picking off points for weapon ports, etc.
For example, in my mod, this is a vessel declaration for the Saber class cruiser:
<vessel uniqueID="9" side="0" classname="Saber" broadType="player">
<long_desc text="Saber Class Cruiser^Commander Grade^A next-generation cruiser design^8 beams, 3 Torpedo tubes^Stores for 2 nukes, 8 homing, 6 mines, 4 ECM." />
<art meshfile="dat/Mods/ST_TNG/models/Saber.dxs" diffuseFile="dat/Mods/ST_TNG/textures/Saber2.png" glowFile="dat/Mods/ST_TNG/textures/Saber2Glow.png" specularFile="dat/Mods/ST_TNG/textures/Saber2Spec.png" scale="0.9" pushRadius="125" />
<shields front="2016" back="2016" />
<performance turnrate="0.0103" topspeed="0.55" />
<internal_data file="dat/Mods/ST_TNG/models/Saber.snt" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="50.72" y="14.19" z="61.72" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="30.44" y="0" z="60.13" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="-50.72" y="14.19" z="61.72" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="-30.44" y="0" z="60.13" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="26.72" y="18.33" z="-68.15" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="-26.72" y="18.33" z="-68.15" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="27.31" y="1.6" z="-78.26" />
<beam_port arcwidth="0.3" damage="16" cycletime="10.6" range="1680" x="-27.31" y="1.6" z="-78.26" />
<torpedo_tube x="17.44" y="9.93" z="102.43" />
<torpedo_tube x="-17.44" y="9.93" z="102.43" />
<torpedo_tube x="0" y="15.04" z="-119.76" />
<torpedo_storage type="0" amount="8" />
<torpedo_storage type="1" amount="2" />
<torpedo_storage type="2" amount="6" />
<torpedo_storage type="3" amount="4" />
</vessel>
The vessel declaration for the stock Artemis class cruiser is:
<vessel uniqueID="0" side="0" classname="Light Cruiser" broadType="player">
<art meshfile="dat/artemis.dxs" diffuseFile="dat/artemis_diffuse.png" glowFile="dat/artemis_illum.png" specularFile="dat/artemis_specular.png" scale="0.2" pushRadius="150" />
<internal_data file="dat/artemis.snt" />
<shields front="80" back="80" />
<performance turnrate="0.004" topspeed="0.6" />
<beam_port x="-102.14" y="8.35" z="258.74" damage="12" arcwidth="0.4" cycletime="6.0" range="1000" />
<beam_port x="102.14" y="8.35" z="258.74" damage="12" arcwidth="0.4" cycletime="6.0" range="1000" />
<torpedo_tube x="0" y="8.35" z="258.74" />
<torpedo_tube x="0" y="8.35" z="258.74" />
<torpedo_storage type="0" amount="8" />
<!-- Type 1 Homing" -->
<torpedo_storage type="1" amount="2" />
<!-- Type 4 LR Nuke -->
<torpedo_storage type="2" amount="6" />
<!-- Type 6 Mine" -->
<torpedo_storage type="3" amount="4" />
<!-- Type 9 ECM" -->
<engine_port x="82.93" y="5" z="-240.89" />
<engine_port x="-82.93" y="5" z="-240.89" />
<engine_port x="0" y="-9.22" z="-300" />
<engine_port x="0" y="29.64" z="-300" />
<long_desc text="USFP Cruiser^Standard long patrol vessel of the USFP.^2 forward beams^2 Torpedo tubes^Stores for 2 nukes, 8 homing, 6 mines, 4 ECM." />
</vessel>