Author Topic: Bridge modding  (Read 3372 times)

Offline limey BSc.

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Bridge modding
« on: July 02, 2007, 11:41:50 AM »
I am creating a few Stargate orientated mods for BC and in a conversation someone came up with an interesting idea for creating bridges. If the bridge was just a box (like the 'bridges' on Replicator ships), you could put the crew outside the box, which would remove the need for animations and most of the scripting. Before even starting this, I wanted to ask you guys if you though it was remotely possible!
Thanks
MUSE!!!


Offline Nighthawk

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Re: Bridge modding
« Reply #1 on: July 02, 2007, 11:44:54 AM »
I don't see the point on creating a bridge without crewmen.
can you elaborate that?

Offline limey BSc.

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Re: Bridge modding
« Reply #2 on: July 02, 2007, 11:51:54 AM »
Well, Replicators are a mechanical race. They are made up of blocks about 1 inch x 0.5 inches. Anyway, their ships are made out of the same blocks. All of these blocks communicate with each other. Some of the replicators are made out of much much smaller blocks, but can control the normal ones, so only one human form replicator would be needed to pilot the ship.
MUSE!!!


Offline Nighthawk

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Re: Bridge modding
« Reply #3 on: July 02, 2007, 11:57:31 AM »
so, you mean reducing the bridge until it's small enough for a single human (player) to fit on it,
and take out the other crewmembers
it's doable from the graphic point of view (you would save much space), but would require a bit or scripting. to override the camera movements, the officers's voices, the viewscreen, the menues and all that stuff.

Offline limey BSc.

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Re: Bridge modding
« Reply #4 on: July 02, 2007, 12:01:12 PM »
Well, alightly bigger than one person, but its the general concept, there are other bridges that i would like to create that i would use the same principle for. Probably still want the menus to come up, but the rest would probably need to go. So you think it is feasable?
MUSE!!!


Offline Mark

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Re: Bridge modding
« Reply #5 on: July 03, 2007, 06:27:57 AM »
Animations are a bit of a pain but by no means the worst part of making a bridge. Also if you are going to be putting crew outside a bridge you still need to animate them there.. it would be better to script it so the guys are never loaded in the first place.

Offline Legacy

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Re: Bridge modding
« Reply #6 on: July 03, 2007, 08:00:08 AM »
I agree that is better make then not to appear than to drag then outside.
I just don't know how much work it would take to simply avoiding then to load.
My best shot would be making then invisible, as there?s already a function to make the crewmembers to not be visible at all at the bridge.
As for zooming, that's the easiest one to override.

Offline MLeo

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Re: Bridge modding
« Reply #7 on: July 03, 2007, 09:26:30 AM »
One problem could be a lot of scripts are expecting to have characters.

*Adds that item to BP Uniforms todo list*
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline limey BSc.

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Re: Bridge modding
« Reply #8 on: July 05, 2007, 12:34:57 PM »
Right, thanks for that guys. Once i get back from holiday, I'll give it a shot!
MUSE!!!