Originally posted by Analazon
I have a funny turret question...
ok, I have my lovely little truespace hierarcy:

and when I convert it, my firepoints show up in the right place with the right normals, but when I hit 'rotate parts' in modelview, nothing happens. Also in modelview when I click on a subobject, the whole thing is still showing.
PLEASE HELP
1)you have glued a light to the hull, don't
2)you seem to have glued two lights to the base, should only be one
3)what is in the arm section?
4)if you mean the two lights to be firing points, i'm pretty sure it doesn't work. haven't tried it though. i put my firing points in in mod view. someone tell me if im wrong.
in modelview when I click on a subobject, the whole thing is still showing.
if you mean both the arms and base are one, that's caused by not having a light glued to the arm. a light defines a separate object.
when I hit 'rotate parts' in modelview, nothing happens.
put this in the submodels>properties section of the base and make it rotate (by checking the rotates bok and selecting the "z" axis for the base.
"$special=subsystem
$fov=160
$name=main turret"
(copied from orion)
don't put it in the arm objects properties. also make sure the arms are rotating on the "y" axis
for the original q,
one posibility is that you have rotational sub object and the associated sub-object mixed up (like i used to.)
in the turret editor, the base should be in a pinkish orange box and the arm should be in a blue one.
if none of this works, try the whole thing as a test. make a cube the hull, glue another smaller cube to the top as a sibling(i glue a light to the base too, just in case), and two triangular prisms to it as a sibling with one light glued to them as a sibling also.
(for me to get them to rotate correctly i used to put the light at the pivot pont of the arms and the base of the base)
hope this helps, but it could well be a waste of time :doh: