Bredf wrote:
Yes, I'm using the latest or so version of Blender and using Blender2Ogre. So, I just checked some .vehicle files to see if there was something to determine the turret's initial rotation, but there wasn't any, so I guess I can narrow the problem to a .mesh one. So, is the cannon facing forward at spawn, and the turret sideways? If so, on blender, enter edit mode and rotate the turret(I can't find a way to explain this properly, I'm sure you'll know what to do), and not rotating it normally because that won't have any effect.(I don't think I was clear

)
Actually, since I'm here, I'd like to explain the solution to my problem with the .mesh looking weird ingame.
Apparently, on the properties tab, click that cube icon which shows the properties of the object. From what I understood, the rotation and position should be 0, and scale 1, else when exporting those will be set to the values I just specified, meaning the object will look weird. Set those to 0(or 1 in case of scale), then make the appropriate edits(rotate,scale,move) in edit mode(press TAB). I hope I was more clear in this one.

The turret and cannon mesh are both facing the same direction in the .mesh.
Here, check out these screenshots
http://imgur.com/a/oZoiO.
The rotation point of the cannon different from the turret mesh.
Code:
<turret offset="1.1 0.9 -0.5" weapon_key="grizzly_cannon.weapon" weapon_offset="0.035 1.88 3.6" weapon_recoil="0.2" physics_recoil="0.1" max_rotation_step="0.0001" />
'turret_offset' changes the location of the turret and it's rotation point, however 'weapon_offset' only changes the location. So the cannon will still rotate around some other point I can't define.
I'm not sure why this won't work as
this vehicle from Running in the Trenches has a similar configuration.
Just in case, here's what the meshes look like for the
turret and
cannon.