Author Topic: Contellation Bridge - Chugging along! Fore MSD completed!  (Read 9432 times)

Offline Barihawk

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Re: Contellation Bridge Retexture WIP
« Reply #20 on: September 16, 2007, 08:35:16 AM »
I may try Sean. School is being a real bugger this semester so I will try when I have time. That being said, the Akira will be much easier to finish, considering it's just 3 textures that really need to be changed, and then a few cosmetic ones.

But thanks for the kick in the rump :P.

Offline Barihawk

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Re: Contellation Bridge Retexture WIP
« Reply #21 on: October 08, 2007, 09:08:34 PM »
Work on this project has resumed. It is no longer the USS Hathaway, it will be the USS Constellation.

Offline Barihawk

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #22 on: October 08, 2007, 09:51:14 PM »
Here I have a rough draft of the bridge model and it's textures. However, my scripting skills have gone all to shit since I did the Pegasus bridge, and you guys were far more experience then me.

I need it to be set up so I can access the bridge from the QB menu. All I have in this upload is the Data/Models/Sets/Bridge folder. The bridge it's based off of is the Enterprise C bridge, for the script editing.

http://files.filefront.com/ConstellationBridgerar/;8751690;/fileinfo.html

Keep in mind this is a rough draft with many unfinished and shoddy textures, so please don't download unless you plan on scripting it and shooting it back.

Offline Bones

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #23 on: October 09, 2007, 07:34:09 AM »
If You mean making this bridge as a separate install not just textures pack to overwrite then I think I can help (it's very easy to add it)

Offline Barihawk

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #24 on: October 09, 2007, 08:33:10 AM »
That's exactly what I am asking, and a short tutorial if you can manage for future bridges would rock.

Offline Bones

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #25 on: October 09, 2007, 10:30:01 AM »
Ok so you'll need two files (best will be if they are original bridge plugins - in this case Enterpise C bridge plugins)
first one is located in Scripts/Bridge/'filename'.py (filname will be constellation)
and you put there this :
Code: [Select]
##############################################################################
# Filename: [color=red]Constellation.py[/color]
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the Enterprise C class bridge.
# It is only called by LoadBridge.Initialize("[color=red]Constellation[/color]"), so don't
# call these functions directly
#
# Created: 9/12/00 - DLitwin
###############################################################################
import App

#NonSerializedObjects = ( "debug", )

#debug = App.CPyDebug(__name__).Print
#debug("Loading " + __name__ + " module...")

###############################################################################
# CreateBridgeModel()
#
# Create the Enteprise C bridge model, viewscreen and main camera, attaching them
# to the Set passed in.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def CreateBridgeModel(pBridgeSet):
iDetail = App.g_kImageManager.GetImageDetail()
pcDetail = [ "Low/", "Medium/", "High/" ]
pcEnvPath = "[color=red]data/Models/Sets/ConstellationBridge/[/color]" + pcDetail[iDetail]

# Pre-load the Bridge model and viewscreen
App.g_kModelManager.LoadModel("[color=red]data/Models/Sets/EnterpriseCBridge/Constellation.NIF[/color]", None, pcEnvPath)
App.g_kModelManager.LoadModel("[color=red]data/Models/Sets/EnterpriseCBridge/ConstellationViewScreen.NIF[/color]", None, pcEnvPath)

# Load the viewscreen and set it up specially with SetViewScreen()
pViewScreen = App.ViewScreenObject_Create("[color=red]data/Models/Sets/ConstellationBridge/ConstellationViewScreen.NIF[/color]")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")

# Setup bridge object
pBridgeObject = App.BridgeObjectClass_Create("[color=red]data/Models/Sets/ConstellationBridge/Constellation.NIF[/color]")
pBridgeSet.AddObjectToSet(pBridgeObject, "bridge")
pBridgeObject.SetTranslateXYZ(0.000000, 0.000000, 0.000000)
pBridgeObject.SetAngleAxisRotation(0.000000, 1.000000, 0.000000, 0.000000)

# setup hardpoints for Ambassadorbridge.
pPropertySet = pBridgeObject.GetPropertySet()
import Bridge.AmbassadorBridgeProperties
App.g_kModelPropertyManager.ClearLocalTemplates()
reload(Bridge.AmbassadorBridgeProperties)
Bridge.AmbassadorBridgeProperties.LoadPropertySet(pPropertySet)


# Create camera
lPos = GetBaseCameraPosition()
pCamera = App.ZoomCameraObjectClass_Create(lPos[0], lPos[1], lPos[2], 1.570796, -0.000665, -0.087559, 0.996159, "maincamera")
pCamera.SetMinZoom(1.0)
pCamera.SetMaxZoom(1.2)
pCamera.SetZoomTime(0.375)
pBridgeSet.AddCameraToSet(pCamera, "maincamera")
pCamera.Update( App.g_kUtopiaModule.GetGameTime() )
App.g_kVarManager.SetFloatVariable("global", "fZoomTuneState", 0)

# Load Ambassador bridge specific sounds
LoadSounds()

App.g_kModelPropertyManager.ClearLocalTemplates()

###############################################################################
# GetBaseCameraPosition
#
# Get the normal camera position for this bridge.
#
# Args: None
#
# Return: A tuple with the (x,y,z) location for the base camera position.
###############################################################################
def GetBaseCameraPosition():
return (0, 0, 10)

###############################################################################
# AdjustCameraPositionForBridge
#
# Adjust the position of the camera, based on the horizontal
# angle it's facing, based on the bridge that it's on.
#
# Args: fHorizAngle
#
# Return: The adjusted camera position.
###############################################################################
def AdjustCameraPositionForBridge(pCamera, fHorizAngle):
vLocation = App.TGPoint3()
apply(vLocation.SetXYZ, GetBaseCameraPosition())
return vLocation

###############################################################################
# ConfigureCharacters()
#
# Configure the bridge crew to the set, which adds bridge specific animations
# to them.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def ConfigureCharacters(pBridgeSet):
# Configure bridge characters to our bridge
import Bridge.Characters.AmbFelix
import Bridge.Characters.AmbKiska
import Bridge.Characters.AmbSaffi
import Bridge.Characters.AmbBrex
import Bridge.Characters.AmbMiguel

import Bridge.Characters.AmbFemaleExtra1
import Bridge.Characters.AmbFemaleExtra2
import Bridge.Characters.AmbFemaleExtra3
import Bridge.Characters.AmbMaleExtra1
import Bridge.Characters.AmbMaleExtra2
import Bridge.Characters.AmbMaleExtra3

pAmbFelix = App.CharacterClass_Cast(pBridgeSet.GetObject("Tactical"))
pAmbKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pAmbSaffi = App.CharacterClass_Cast(pBridgeSet.GetObject("XO"))
pAmbMiguel = App.CharacterClass_Cast(pBridgeSet.GetObject("Science"))
pAmbBrex = App.CharacterClass_Cast(pBridgeSet.GetObject("Engineer"))

#pAmbFemaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra1"))
#pAmbFemaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra2"))
#pAmbFemaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra3"))

#pAmbMaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra1"))
#pAmbMaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra2"))
#pAmbMaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra3"))

Bridge.Characters.AmbFelix.ConfigureForAmbassador(pAmbFelix)
Bridge.Characters.AmbKiska.ConfigureForAmbassador(pAmbKiska)
Bridge.Characters.AmbSaffi.ConfigureForAmbassador(pAmbSaffi)
Bridge.Characters.AmbMiguel.ConfigureForAmbassador(pAmbMiguel)
Bridge.Characters.AmbBrex.ConfigureForAmbassador(pAmbBrex)

#if (pAmbFemaleExtra1):
# Bridge.Characters.AmbFemaleExtra1.ConfigureForAmbassador(pAmbFemaleExtra1)
#if (pAmbFemaleExtra2):
# Bridge.Characters.AmbFemaleExtra2.ConfigureForAmbassador(pAmbFemaleExtra2)
#if (pAmbFemaleExtra3):
# Bridge.Characters.AmbFemaleExtra3.ConfigureForAmbassador(pAmbFemaleExtra3)
#if (pAmbMaleExtra1):
# Bridge.Characters.AmbMaleExtra1.ConfigureForAmbassador(pAmbMaleExtra1)
#if (pAmbMaleExtra2):
## Bridge.Characters.AmbMaleExtra2.ConfigureForAmbassador(pAmbMaleExtra2)
#if (pAmbMaleExtra3):
# Bridge.Characters.AmbMaleExtra3.ConfigureForAmbassador(pAmbMaleExtra3)

pCamera = App.ZoomCameraObjectClass_GetObject(pBridgeSet, "maincamera")
pCamera.SetTranslateXYZ(0, 0, 10)


###############################################################################
# LoadSounds()
#
# Load any Ambassador bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def LoadSounds():

# debug("Loading Ambassador door sound")

pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/door.wav",  "LiftDoor", "BridgeGeneric")


###############################################################################
# UnloadSounds()
#
# Unload any Ambassador bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def UnloadSounds():
App.g_kSoundManager.DeleteSound("LiftDoor")


###############################################################################
# PreloadAnimations()
#
# Load any Ambassador bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def PreloadAnimations ():
kAM = App.g_kAnimationManager

kAM.LoadAnimation ("data/animations/Amb_door_L1.NIF", "Amb_Door_L1")
kAM.LoadAnimation ("data/animations/Amb_door_L2.nif", "Amb_Door_L2")

# Small animations
# Science Movement
kAM.LoadAnimation ("data/animations/Amb_stand_s_s.nif", "Amb_stand_s_s")
kAM.LoadAnimation ("data/animations/Amb_seated_s_s.nif", "Amb_seated_s_s")
kAM.LoadAnimation ("data/animations/Amb_face_capt_s.nif", "Amb_face_capt_s")
kAM.LoadAnimation ("data/animations/Amb_chair_s_face_capt.nif", "Amb_chair_s_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_s_reverse.nif", "Amb_face_capt_s_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_s_face_capt_reverse.nif", "Amb_chair_s_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_S_in.nif", "EB_chair_S_in")

# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_C")

# Science Talking to other stations

# Engineer Movement
kAM.LoadAnimation ("data/animations/Amb_stand_e_s.nif", "Amb_stand_e_s")
kAM.LoadAnimation ("data/animations/Amb_seated_e_s.nif", "Amb_seated_e_s")
kAM.LoadAnimation ("data/animations/Amb_face_capt_e.nif", "Amb_face_capt_e")
kAM.LoadAnimation ("data/animations/Amb_chair_e_face_capt.nif", "Amb_chair_e_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_e_reverse.nif", "Amb_face_capt_e_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_e_face_capt_reverse.nif", "Amb_chair_e_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_E_in.nif", "EB_chair_E_in")

# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_C")

# Engineer Talking to other stations

#
# medium animations
# Helm Movement
kAM.LoadAnimation ("data/animations/Amb_stand_h_m.nif", "Amb_stand_h_m")
kAM.LoadAnimation ("data/animations/Amb_seated_h_m.nif", "Amb_seated_h_m")
kAM.LoadAnimation ("data/animations/Amb_face_capt_h.nif", "Amb_face_capt_h")
kAM.LoadAnimation ("data/animations/Amb_chair_H_face_capt.nif", "Amb_chair_H_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_h_reverse.nif", "Amb_face_capt_h_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_H_face_capt_reverse.nif", "Amb_chair_H_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_glance_h_m.nif", "Amb_glance_h_m")
kAM.LoadAnimation ("data/animations/EB_glance_h_m_reverse.nif", "Amb_glance_h_m_reverse")
kAM.LoadAnimation ("data/animations/Amb_seated_H.nif", "Amb_seated_h")
#kAM.LoadAnimation ("data/animations/Amb_interaction_H.nif", "Amb_interaction_h")

kAM.LoadAnimation ("data/animations/EB_hit_h.NIF", "Amb_hit_h")


# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_console_slide_A")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_console_slide_B")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_console_slide_C")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_console_slide_D")

kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_F")

# Helm Talking to other stations
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_C_M.NIF", "EB_H_Talk_to_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_E_M.NIF", "EB_H_Talk_to_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_S_M.NIF", "EB_H_Talk_to_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_T_M.NIF", "EB_H_Talk_to_T_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_C_M.NIF", "EB_H_Talk_fin_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_E_M.NIF", "EB_H_Talk_fin_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_S_M.NIF", "EB_H_Talk_fin_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_T_M.NIF", "EB_H_Talk_fin_T_M")

# XO Movement
kAM.LoadAnimation ("data/animations/Amb_seated_C_M.nif", "Amb_seated_c_m")
kAM.LoadAnimation ("data/animations/Amb_stand_C_M.nif", "Amb_stand_c_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_c1.nif", "Amb_face_capt_c1")
kAM.LoadAnimation ("data/animations/Amb_face_capt_c.nif", "Amb_face_capt_c")
kAM.LoadAnimation ("data/animations/Amb_face_capt_C_reverse.NIF", "Amb_face_capt_C_reverse")
kAM.LoadAnimation ("data/animations/EB_face_capt_c1_reverse.NIF", "Amb_face_capt_c1_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_c.NIF", "EB_hit_c")

#Commander interaction
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_C")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_D")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_E")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_F")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_G")

kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_A.NIF", "EB_X_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_B.NIF", "EB_X_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_C.NIF", "EB_X_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_D.NIF", "EB_X_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_E.NIF", "EB_X_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_F.NIF", "EB_X_pushing_buttons_F")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_G.NIF", "EB_X_pushing_buttons_G")

# XO Talking to other stations
kAM.LoadAnimation ("data/animations/EB_C_Talk_E_M.NIF", "EB_C_Talk_E_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G2_M.NIF", "EB_C_Talk_G2_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G3_M.NIF", "EB_C_Talk_G3_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_TH_M.NIF", "EB_C_Talk_TH_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_S_M.NIF", "EB_C_Talk_S_M")

# Guest Animations
kAM.LoadAnimation ("data/animations/EB_L1toX_M.nif", "EB_L1toX_M")
kAM.LoadAnimation ("data/animations/EB_seated_X_m.nif", "EB_seated_X_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_X.nif", "EB_face_capt_X")
kAM.LoadAnimation ("data/animations/EB_face_capt_X_reverse.NIF", "EB_face_capt_X_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_x.NIF", "Amb_hit_x")

# Extras
kAM.LoadAnimation ("data/animations/Amb_L1toG3_S.nif", "Amb_L1toG3_S")
kAM.LoadAnimation ("data/animations/Amb_L1toG3_M.nif", "Amb_L1toG3_M")
kAM.LoadAnimation ("data/animations/Amb_L1toG3_L.nif", "Amb_L1toG3_L")

# kAM.LoadAnimation ("data/animations/Amb_L2toG1_S.nif", "Amb_L2toG1_S")
# kAM.LoadAnimation ("data/animations/Amb_L2toG1_M.nif", "Amb_L2toG1_M")
# kAM.LoadAnimation ("data/animations/Amb_L2toG1_L.nif", "Amb_L2toG1_L")

kAM.LoadAnimation ("data/animations/Amb_L2toG2_S.nif", "Amb_L2toG2_S")
kAM.LoadAnimation ("data/animations/Amb_L2toG2_M.nif", "Amb_L2toG2_M")
kAM.LoadAnimation ("data/animations/Amb_L2toG2_L.nif", "Amb_L2toG2_L")

# kAM.LoadAnimation ("data/animations/Amb_G1toL2_S.nif", "Amb_G1toL2_S")
# kAM.LoadAnimation ("data/animations/Amb_G1toL2_M.nif", "Amb_G1toL2_M")
# kAM.LoadAnimation ("data/animations/Amb_G1toL2_L.nif", "Amb_G1toL2_L")

kAM.LoadAnimation ("data/animations/Amb_G2toL2_S.nif", "Amb_G2toL2_S")
kAM.LoadAnimation ("data/animations/Amb_G2toL2_M.nif", "Amb_G2toL2_M")
kAM.LoadAnimation ("data/animations/Amb_G2toL2_L.nif", "Amb_G2toL2_L")

kAM.LoadAnimation ("data/animations/Amb_G3toL1_S.nif", "Amb_G3toL1_S")
kAM.LoadAnimation ("data/animations/Amb_G3toL1_M.nif", "Amb_G3toL1_M")
kAM.LoadAnimation ("data/animations/Amb_G3toL1_L.nif", "Amb_G3toL1_L")


# Large animations
# Tactical Movement
kAM.LoadAnimation ("data/animations/Amb_stand_t_l.nif", "Amb_stand_t_l")
kAM.LoadAnimation ("data/animations/Amb_seated_t_l.nif", "Amb_seated_t_l")
kAM.LoadAnimation ("data/animations/Amb_face_capt_t.nif", "Amb_face_capt_t")
kAM.LoadAnimation ("data/animations/Amb_chair_T_face_capt.nif", "Amb_chair_T_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_t_reverse.nif", "Amb_face_capt_t_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_T_face_capt_reverse.nif", "Amb_chair_T_face_capt_reverse")
kAM.LoadAnimation ("data/animations/Amb_seated_T.nif", "Amb_seated_t")
kAM.LoadAnimation ("data/animations/EB_hit_t.NIF", "Amb_hit_t")

# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_console_slide_A")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_console_slide_B")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_console_slide_C")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_console_slide_D")

kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_F")

# Tactical Talking to other stations
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_H_L.NIF", "EB_T_Talk_to_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G2_L.NIF", "EB_T_Talk_to_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G3_L.NIF", "EB_T_Talk_to_G3_L")

kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_H_L.NIF", "EB_T_Talk_fin_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G2_L.NIF", "EB_T_Talk_fin_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G3_L.NIF", "EB_T_Talk_fin_G3_L")

return

###############################################################################
# UnloadAnimations()
#
# Unload any Ambassador bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def UnloadAnimations ():
kAM = App.g_kAnimationManager

kAM.FreeAnimation("Amb_Door_L1")
kAM.FreeAnimation("Amb_Door_L2")

# Small animations
# Science Movement
kAM.FreeAnimation("Amb_stand_s_s")
kAM.FreeAnimation("Amb_seated_s_s")
kAM.FreeAnimation("Amb_face_capt_s")
kAM.FreeAnimation("Amb_chair_s_face_capt")
kAM.FreeAnimation("Amb_face_capt_s_reverse")
kAM.FreeAnimation("Amb_chair_s_face_capt_reverse")
kAM.FreeAnimation("EB_chair_S_in")

# Science Console Slides and Button Pushes
kAM.FreeAnimation("EB_S_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_S_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_S_pushing_buttons_seated_C")

# Science Talking to other stations

# Engineer Movement
kAM.FreeAnimation("Amb_stand_e_s")
kAM.FreeAnimation("Amb_seated_e_s")
kAM.FreeAnimation("Amb_face_capt_e")
kAM.FreeAnimation("Amb_chair_e_face_capt")
kAM.FreeAnimation("Amb_face_capt_e_reverse")
kAM.FreeAnimation("Amb_chair_e_face_capt_reverse")
kAM.FreeAnimation("EB_chair_E_in")

# Engineer Console Slides and Button Pushes
kAM.FreeAnimation("EB_E_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_E_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_E_pushing_buttons_seated_C")

# Engineer Talking to other stations

# medium animations
# Helm Movement
kAM.FreeAnimation("Amb_stand_h_m")
kAM.FreeAnimation("Amb_seated_h_m")
kAM.FreeAnimation("Amb_face_capt_h")
kAM.FreeAnimation("Amb_chair_h_face_capt")
kAM.FreeAnimation("Amb_face_capt_h_reverse")
kAM.FreeAnimation("Amb_chair_h_face_capt_reverse")
kAM.FreeAnimation("Amb_seated_h")
#kAM.FreeAnimation("Amb_interaction_h")
kAM.FreeAnimation("Amb_hit_h")


# Helm Console Slides and Button Pushes
kAM.FreeAnimation("EB_H_console_slide_A")
kAM.FreeAnimation("EB_H_console_slide_B")
kAM.FreeAnimation("EB_H_console_slide_C")
kAM.FreeAnimation("EB_H_console_slide_D")

kAM.FreeAnimation("EB_H_pushing_buttons_A")
kAM.FreeAnimation("EB_H_pushing_buttons_B")
kAM.FreeAnimation("EB_H_pushing_buttons_C")
kAM.FreeAnimation("EB_H_pushing_buttons_D")
kAM.FreeAnimation("EB_H_pushing_buttons_E")
kAM.FreeAnimation("EB_H_pushing_buttons_F")

# Helm Talking to other stations
kAM.FreeAnimation("EB_H_Talk_to_C_M")
kAM.FreeAnimation("EB_H_Talk_to_E_M")
kAM.FreeAnimation("EB_H_Talk_to_S_M")
kAM.FreeAnimation("EB_H_Talk_to_T_M")
kAM.FreeAnimation("EB_H_Talk_fin_C_M")
kAM.FreeAnimation("EB_H_Talk_fin_E_M")
kAM.FreeAnimation("EB_H_Talk_fin_S_M")
kAM.FreeAnimation("EB_H_Talk_fin_T_M")

# XO Movement
kAM.FreeAnimation("Amb_seated_c_m")
kAM.FreeAnimation("Amb_stand_c_m")
kAM.FreeAnimation("Amb_face_capt_c1")
kAM.FreeAnimation("Amb_face_capt_c")
kAM.FreeAnimation("Amb_face_capt_C_reverse")
kAM.FreeAnimation("Amb_face_capt_c1_reverse")
kAM.FreeAnimation("Amb_hit_c")

# XO Console Slides and Button Pushes
kAM.FreeAnimation("EB_C_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_C")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_D")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_E")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_F")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_G")

# XO Talking to other stations
kAM.FreeAnimation("EB_C_Talk_E_M")
kAM.FreeAnimation("EB_C_Talk_H_M")
kAM.FreeAnimation("EB_C_Talk_T_M")
kAM.FreeAnimation("EB_C_Talk_S_M")

# Guest Animations
kAM.FreeAnimation("EB_L1toX_M")
kAM.FreeAnimation("EB_seated_X_m")
kAM.FreeAnimation("EB_face_capt_X")
kAM.FreeAnimation("EB_face_capt_X_reverse")
kAM.FreeAnimation("Amb_hit_x")

kAM.FreeAnimation("EB_X_pushing_buttons_A")
kAM.FreeAnimation("EB_X_pushing_buttons_B")
kAM.FreeAnimation("EB_X_pushing_buttons_C")
kAM.FreeAnimation("EB_X_pushing_buttons_D")
kAM.FreeAnimation("EB_X_pushing_buttons_E")
kAM.FreeAnimation("EB_X_pushing_buttons_F")
kAM.FreeAnimation("EB_X_pushing_buttons_G")

#Extra
##kAM.FreeAnimation("Amb_L1toG3_S")
##kAM.FreeAnimation("Amb_L1toG3_M")
##kAM.FreeAnimation("Amb_L1toG3_L")

# kAM.FreeAnimation("Amb_L2toG1_S")
# kAM.FreeAnimation("Amb_L2toG1_M")
# kAM.FreeAnimation("Amb_L2toG1_L")

##kAM.FreeAnimation("Amb_L2toG2_S")
##kAM.FreeAnimation("Amb_L2toG2_M")
##kAM.FreeAnimation("Amb_L2toG2_L")

# kAM.FreeAnimation("Amb_G1toL2_S")
# kAM.FreeAnimation("Amb_G1toL2_M")
# kAM.FreeAnimation("Amb_G1toL2_L")

##kAM.FreeAnimation("Amb_G2toL2_S")
##kAM.FreeAnimation("Amb_G2toL2_M")
##kAM.FreeAnimation("Amb_G2toL2_L")

##kAM.FreeAnimation("Amb_G3toL1_S")
##kAM.FreeAnimation("Amb_G3toL1_M")
##kAM.FreeAnimation("Amb_G3toL1_L")

# Large animations
# Tactical Movement
kAM.FreeAnimation("Amb_stand_t_l")
kAM.FreeAnimation("Amb_seated_t_l")
kAM.FreeAnimation("Amb_face_capt_t")
kAM.FreeAnimation("Amb_chair_T_face_capt")
kAM.FreeAnimation("Amb_face_capt_t_reverse")
kAM.FreeAnimation("Amb_chair_T_face_capt_reverse")
kAM.FreeAnimation("Amb_seated_t")
kAM.FreeAnimation("Amb_hit_t")

# Tactical Console Slides and Button Pushes
kAM.FreeAnimation("EB_T_console_slide_A")
kAM.FreeAnimation("EB_T_console_slide_B")
kAM.FreeAnimation("EB_T_console_slide_C")
kAM.FreeAnimation("EB_T_console_slide_D")

kAM.FreeAnimation("EB_T_pushing_buttons_A")
kAM.FreeAnimation("EB_T_pushing_buttons_B")
kAM.FreeAnimation("EB_T_pushing_buttons_C")
kAM.FreeAnimation("EB_T_pushing_buttons_D")
kAM.FreeAnimation("EB_T_pushing_buttons_E")
kAM.FreeAnimation("EB_T_pushing_buttons_F")

# Tactical Talking to other stations
kAM.FreeAnimation("EB_T_Talk_to_H_L")
kAM.FreeAnimation("EB_T_Talk_to_G2_L")
kAM.FreeAnimation("EB_T_Talk_to_G3_L")

kAM.FreeAnimation("EB_T_Talk_fin_H_L")
kAM.FreeAnimation("EB_T_Talk_fin_G2_L")
kAM.FreeAnimation("EB_T_Talk_fin_G3_L")


return

of course this bridge will use all animation and sounds from original bridge (ent-c/amb) except of model/textures directory, If you want to make other bridge based on enterprise-c/ambassador model change lines marked in red for desired

Then you need autoload plugin in Scripts/Custom/Autoload/'filename'.py (name will be ConstellationBridge.py)
and you put there these :

Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('[color=red]Constellation', 'Constellation'[/color], dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'AmbHelm': [ 'data/animations/Amb_stand_h_m.nif', 'Amb_stand_h_m' ],
'AmbTactical': [ 'data/animations/Amb_stand_t_l.nif', 'Amb_stand_t_l' ],
'AmbCommander': [ 'data/animations/Amb_stand_c_m.nif', 'Amb_stand_c_m' ],
'AmbScience': [ 'data/animations/Amb_stand_S_S.nif', 'Amb_stand_s_s' ],
'AmbEngineer': [ 'data/animations/Amb_stand_e_s.nif', 'Amb_stand_e_s' ],
'AmbGuest': [ 'data/animations/Amb_stand_X_m.nif', 'Amb_stand_X_m' ],
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/EntC/door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.3,"file": "sfx/EntC/ambience.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/EntC/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/EntC/yellow.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/EntC/hail.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/EntC/hail.wav", "group": "BridgeGeneric"}},
"LoadingScreen": "data/Icons/LoadingScreens/AmbLoading.tga",
} )


this is homemade method I bet there are more professional but this is the only I know at this time and is quite easy (I hope)
 just in case you have problems with it I attach scripts 'Constellation.py' should go to Scripts/Custom/Autoload folder and 'ConstellationBridge.py' to Scripts/Bridge folder

Offline Barihawk

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #26 on: October 09, 2007, 11:00:43 AM »
I put both of those in, and the Constellation is still not showing up in the QB menu.

Offline Bones

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #27 on: October 09, 2007, 11:08:19 AM »
my foult constellation.py should go to bridge directory and constellationBridge.py to autoload

Offline Barihawk

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #28 on: October 09, 2007, 11:17:54 AM »
Details, details :P.

Mostly learning the texture quirks of the bridge now. Did you know the Tactical station texture is backwards! Luckily, my modifications allign perfectly after a flip. The problem is that the four tactical textures are different sizes, which makes a retexture difficult to allign.

The rear MSD is the same way too, it seems to get distorted.

This will be a very quirky bridge, but hey, it's a Constellation! Very quirky ship :P.

Offline Bones

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #29 on: October 09, 2007, 11:34:55 AM »
Yeah the worst things in retexturing bridge are animated screens and flipped screens, at the moment I'm working on complete ENT-B bridge retexture including canon LCARS, soon I'll post it in new tread

If You will need some totally new TMP era LCARS I can provide You with them  :) tho they're still to be animated, still working on them

Offline Barihawk

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Re: Contellation Bridge (Need help with scripting! See last post)
« Reply #30 on: October 09, 2007, 01:15:23 PM »
I would love some, since I hate to say the original CBridge textures kinda are very low-res.

Offline Barihawk

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #31 on: October 09, 2007, 01:48:26 PM »
The forward MSD in front of the viewscreen is set, and I am happy with it. The "Radar" image needs a little work, but I forgot what a Constellation looks like from the top, so I will be editing that soon.





Offline cpthooker

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #32 on: October 12, 2007, 07:34:36 PM »
best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh

'As a matter of cosmic history, it has always been easier to destroy, than to create.'
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Offline Darran

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #33 on: October 12, 2007, 08:14:14 PM »
oh i see you finished off my cutaway, very nicely i might add

Offline Barihawk

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #34 on: October 12, 2007, 08:54:50 PM »
best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh

Pardon?

And thanks Darran. I may just skip the aft MSD and put some random gauge there. I am going to ask Bones if I can steal a few of his TMP LCARS to spruce the bridge up.

Offline newman

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #35 on: October 13, 2007, 04:55:59 AM »
....but I forgot what a Constellation looks like from the top, so I will be editing that soon.

Maybe this will help?



Offline Bones

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #36 on: October 13, 2007, 05:19:21 AM »
No problem steal whatever you want, but I have only 1st anim still need 4 more - I'm finishing up them but as soon as they're done I'll let you know :)

Offline cpthooker

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #37 on: October 18, 2007, 04:36:42 AM »
best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh

Pardon?


What app do you use?
If its max then load the ship model, render the top view and save the render as a PNG and when you open it in a program like photoshop (I know it works in photoshop but not sure about others) all you will see is the ship and not the background so no need to cut round the picture. Sorry if you still don't understand lol

'As a matter of cosmic history, it has always been easier to destroy, than to create.'
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Offline Barihawk

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #38 on: October 18, 2007, 09:22:36 AM »
Since I am only retexturing, I use Paint.Net :P.

I'm just going to opaque a top-down view from Newman's post.

Offline cpthooker

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Re: Contellation Bridge - Chugging along! Fore MSD completed!
« Reply #39 on: October 19, 2007, 06:02:47 AM »
Ok

'As a matter of cosmic history, it has always been easier to destroy, than to create.'
Capt Spock - The Wrath of Khan

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