checklist before exporting with
ports exporting tool:
1) make sure your model is scaled and positioned accurately. This means importing
this object of a blockhead with its arm out into your .blend file. the hand is centered at the origin, which is where the mountpoint is automatically generated.
2) after you've positioned your model, select all mesh objects (meaning any objects containing meshes) but nothing else, and reset their origin, rotation, and scale with Ctrl-A. This will reset the object's origin to the center, and lock in any scaling/rotation as 0 0 0. You can see the values change in the panel that pops up when you press N. This is usually the source with rotation/scaling/position problems when testing your models ingame.
3) Make sure your muzzlepoint, ejectpoint, and any other nodes are
empties, and not armatures. I am not sure about the orientation, but as far as I know you do not need to rotate them to face the direction you want/need them to face; they seem to automatically point in the positive Y direction.
Do not apply location on these empties with the method described in step 2; this will just reset their position back to the origin.
other things to note:
for ports exporter the only thing you need to put under Shape>Detail32 is the muzzlepoint/ejectpoint/other nodes. Meshes do not have to be under Detail32.
for animation, you need to use empties rather than armatures. For items (at least; idk about bot animations) the empties must start at location 0 0 0 with rotation and scale 0 0 0 and 1 1 1, respectively. You can nest animations under other empties to get a similar effect to skeletons; if you animate an upper level empty the lower level empties will be animated relative to the upper empty.
edit: i fixed the stuff for him; the .blend files i sent him are here:
http://puu.sh/poBgB/3e86da8b86.zip