Man, Cameras are tricky widgets. They really, really, REALLY are a pain to rotate correctly, and HardCMP´s vector results are basically the inverse of what you want- apparantly, they used a right-handed system for one... and a left-handed system for the other. Once I got that... I just set up a 4-light lightset at 45 degree angles opposite one another... and I can just vary their color and brightness depending on the scene. So bye-bye, DA lightsets (thank goodness). My final results for the evening- 3 fully-functional Room THNs featuring the Bretonian Battleship ShipDealer and 2 of the Liberty ShipDealer Decks. It´s all pretty cool, but I´m leaning more and more towards just building new things... easier to manage. The problem with DA´s stuff is that they purpose-built many of the fancier ones, and only a couple of views really work well- this has to do with the way that their artist was working with light- the Bretonian stuff is very hard to work with, because so few of the views are well-lit enough to put a ship against with some lighting without the whole thing looking off- the Bretonians must have magical infra-red vision or something, because their spaces don´t feel practical. The Liberty stuff, being well-lit throughout, is really pretty easy to work with, and I imagine that the Kusari material will also be pretty simple. Rheinland has the same problems as the Bretonian stuff, though. I think I can build some that are built for a wider range of camera positions... and much, much larger. Think about it... wouldn´t it be cool if we finally had "hangars" large enough for really big ships? I think Aldebaran might have the right idea here... now I´ve just gotta decide if I really, really REALLY feel like making CMPs that complex- texturing them is going to be painful, if I want to match FL´s standards <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> I´ll keep thinking about this, and see if I have any practical alternatives... right now, though, I´m thinking that I´m just going to have to bite the bullet and make some really complicated CMPs, if I want something a little easier to work with. At least then I´ll have total control over issues like where the ceiling is, or whether there is one- it´s so much easier if you can just extend the walls to silly heights, and never reveal it to people by keeping the camera angled appropriately...