There are two ways that a turret can be constructed in XSI as separate parts and with all parts merged.
The major difference between the two is if it is merged you will have to envelope the the model to the appropriate nulls.
Other than that the hierarchy is basically the same. Both of these have been tested in game and work.
Note: Merged method can only be used if you have a version of XSI that used the Pandemic exporter.
In both case you will need to create nulls for things like aimer_y (the rotation of the gun) and aimer_x (the tilt of the barrel)
hp_fire (that one is obvious) and optionally barrel (this can be used for recoil of the barrel when the gun is fired)
Other things that can be include but I didn't are hp_pilot if you turret is like the anti-aircraft guns on Mygeeto.
Here are two pictures of the different ways and sample odf and msh.option files. These are very simple models, done that
way on purpose so things can be easily seen. On the left side is the hierarchy tree.
The important things to remember is the turret needs to be set up as shown, barrel pointing to the right along the Z axis
and in what would be the center "neutral" postion for the tilt (pitch). The nulls for aimers, fire and barrel can be moved
into position but should not be rotated from their creation value also the nulls should not have their transforms frozen.
Also not shown in the examples is the collision primitives, these would just go under the appropriate part if using separated
parts or under the proper nulls if doing merged mesh.
Separate Parts
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Just a side note although I haven't tried it, maybe some can and post back, if you use the separate parts method (without collisions)
it should be able to be exported with Repsharpshooters mshex. It would only have the collsion made by visual munge, but at least you
should be able to see your turret in game.
On a final note if anyone has good information regarding the setting and good usage of the EyePointOffset,TrackCenter,TrackOffset
I can muddle through the basics of them but if there is something more definitive out there it would be greatly appreciated.