That is a crude solution.
Instead, use the voxel editor, and add the same number of whole number units to the +Z and -Z extents of the voxel header. The value of -Z of the turret, in most cases, should be approximately equal to the value of +Z of the voxel body. This will raise the turret precisely and you will get the desired result on the first try.
Examine the HTNK.VXL and HTNKTUR.VXL headers and you will see what I mean.
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