Now that's pretty... but what faction's markings are those?
Regarding your second question, you open up the ship file, and put in something like this:
Code:
FORM "TLST"
{
FORM "GTUR"
{
CHUNK "DATA"
{
cstring "turret_01_tbtur"//hardpoint
cstring "devtr01" //mesh
cstring "" //destroyed mesh
float 32.07 //hitpoints
}
CHUNK "BULL"
{
long 4
}
FORM "MOVS"
{
CHUNK "LIMT"
{
float 180.0
float 180.0
float 90.0
}
CHUNK "BARL"
{
cstring "tbturg"
}
}
}
}
Keeping in mind, of course, that you first have to create and place the hardpoint on the mesh.
A few notes (ignoring the self-explanatory stuff):
As far as I know, turret hitpoints don't make any difference (for fighters), because they can't be destroyed separately from the ship anyway. For the same reason, the destroyed mesh is irrelevant, and can be left blank like above.
The LIMT chunk denotates the limits of the gun barrel's rotation, in the order x, y, z. The last should
never go beyond 90, or the turret's barrel will be able to face its own base
. As for the other two, 180 is usually fine, but you can limit it by reducing this amount (since 180 is essentially total freedom, increasing it won't do much).
Finally, the BARL chunk denotates what mesh is used for the gun barrel.
Oh yeah, and BULL has nothing to do with cows - it's the type of the gun being used
.