Author Topic: TEP: The Motion Picture Bridge  (Read 20658 times)

Offline Excal_Luke

  • Posts: 123
  • Cookies: 31
Re: TEP: The Motion Picture Bridge
« Reply #60 on: May 08, 2008, 02:56:23 PM »
Well, as for animated textures, it wont take a sec to add, easy- peasy :) , and if Dr. Mcoy/ Mleo dont mind working together or something to get alert status, and animated maps working together, then i dont see why not :)


Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TEP: The Motion Picture Bridge
« Reply #61 on: May 08, 2008, 03:24:00 PM »
:shock: :o :D I knew you'll find out how to do that !
It's been avaidable for quite some time now.
I think 2 BP Core releases?
Uh then why Mark told me it won't work  :arms:
btw. how does it work ???

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: TEP: The Motion Picture Bridge
« Reply #62 on: May 08, 2008, 03:44:33 PM »
When was that?

[EDIT] There is one case where they won't work, that's when the maps you want to animate are already animated with nif/3ds max based image animations.
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 Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TEP: The Motion Picture Bridge
« Reply #63 on: May 08, 2008, 04:23:30 PM »
When was that?

[EDIT] There is one case where they won't work, that's when the maps you want to animate are already animated with nif/3ds max based image animations.

I.E. animated displays from Enterprise-A,B, Excelsior etc. bridges ???

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: TEP: The Motion Picture Bridge
« Reply #64 on: May 08, 2008, 05:52:28 PM »
I don't know all cases all at once. :P
But everyone that is currently part of the texture swap routine (for Alert changes for instance) will allow animated maps the BP Core way.
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 Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TEP: The Motion Picture Bridge
« Reply #65 on: May 09, 2008, 08:18:43 AM »
So if I understand you correctly you can actually have animated maps by BP Core instead of attaching them into NIF file ???
If that's the way it works then I think I'll better focus on making few more frames to those TMP displays :D and make some cool red alert displays with animations :D

btw. what about nemesis sovereign bridge upgrade, doeas it have animation added in to NIF or animated by BP Core ???

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: TEP: The Motion Picture Bridge
« Reply #66 on: May 09, 2008, 08:54:04 AM »
The only thing I said was that if there are maps animated through the nif, then you can't change them through BPCore (animated or otherwise).

How or what you do is for yourself.


About the Nemesis Sovereign Bridge upgrade, I'm not sure, if it's the stock Sovereign Bridge upgrade, then it has BPCore animated maps (or rather, a mix between the 2, BPCore for the new parts, nif animations for the old).

As a rule, you could say that any map referenced in the bridge plugin can be animated. And, don't forget, there are more maps than those mentioned.
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 Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TEP: The Motion Picture Bridge
« Reply #67 on: May 09, 2008, 09:23:25 AM »
Sounds good enough to make anims on that TMP bridge through BP Core and have them swapable on red/yellow alerts :D

Offline pano27

  • Posts: 37
  • Cookies: 0
Re: TEP: The Motion Picture Bridge
« Reply #68 on: May 10, 2008, 05:40:08 PM »
in a word,


WOW

 :shock:

Offline tannerwaterbury

  • Posts: 44
  • Cookies: 0
Re: TEP: The Motion Picture Bridge
« Reply #69 on: May 19, 2008, 11:52:34 AM »
Animated maps are indeed cool, I wish we could make them more them at least 10 frames per anim, also note that not every display on this bridge was animated, enviro status, engineering displays, damage and ship status, small msd displays and those four screens behind capt. chair in ST2,3 are not animated + most of the buttons are non anims, the only really animated screens are science, auxiliary, comm and few more scrrens.

How about the simple animations used in TMP, with the little lines and mabye the warp equation too. I just dont want to see the animations of 4, 5, and 6.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TEP: The Motion Picture Bridge
« Reply #70 on: May 19, 2008, 12:14:45 PM »
Well of course there will be animations, since we can animate displays through BP Core and have animated maps swapable at the same time, I can only hope Sean and Intercepter are planning to make anims if yes then I'm ready to start with them :D

Offline Sean

  • Retired Administrator
  • Retired Administrator
  • Posts: 1549
  • Cookies: 1165
  • Site Co-Founder
    • Bridge Commander Central
Re: TEP: The Motion Picture Bridge
« Reply #71 on: June 19, 2009, 04:26:28 PM »
decided to dig this out of the back up discs a couple of days ago. Lighting is not anything like it should be, just a temporary set up to allow me to continue with textures. about 60% textured already.


Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: TEP: The Motion Picture Bridge
« Reply #72 on: June 19, 2009, 06:45:38 PM »
*cookied* :D

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: TEP: The Motion Picture Bridge
« Reply #73 on: June 19, 2009, 06:47:24 PM »
I'm really glad to see you're back!

Offline ACES_HIGH

  • BCC Roleplay Game Narrator
  • Moderator
  • Posts: 1678
  • Cookies: 54
  • while(!(succeed=try()));
    • BCC Roleplay Games
Re: TEP: The Motion Picture Bridge
« Reply #74 on: June 19, 2009, 11:49:40 PM »
w00t!

Offline Picky

  • http://img529.imageshack.us/i/pickyngm.png/
  • Posts: 151
  • Cookies: 26
Re: TEP: The Motion Picture Bridge
« Reply #75 on: June 20, 2009, 05:47:38 AM »
Fantastic, this has always been my favourite bridge! We will drink to this bridge with Picard's Aldebaran whiskey!
Can't wait to see this in BC.
But... can I say only an opinion? I don't want nitpickying, but I think there is an imprecision in the helm-tactical consolle: in this model there is a space between the consolle and the step while in the original the helm-tactical is on the edge (see picture), but the bridge is perfect this is only a llittle imprecision! :D
Obviousely cookie...

Offline Sean

  • Retired Administrator
  • Retired Administrator
  • Posts: 1549
  • Cookies: 1165
  • Site Co-Founder
    • Bridge Commander Central
Re: TEP: The Motion Picture Bridge
« Reply #76 on: June 20, 2009, 09:42:38 AM »
As i said before lighting is very off atm.

Offline FekLeyr Targ

  • DS9FX Team
  • Posts: 492
  • Cookies: 538
Re: TEP: The Motion Picture Bridge
« Reply #77 on: June 20, 2009, 10:25:05 AM »
Good work so far.
Oh btw: Welcome back, Sean.
TaH pagh, Tah be.

Offline Sean

  • Retired Administrator
  • Retired Administrator
  • Posts: 1549
  • Cookies: 1165
  • Site Co-Founder
    • Bridge Commander Central
Re: TEP: The Motion Picture Bridge
« Reply #78 on: June 22, 2009, 03:07:46 AM »
Hi Guys

Thanks for the warm welcome back!

finished the mapping besides the lighting dome. pics attached


Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: TEP: The Motion Picture Bridge
« Reply #79 on: June 22, 2009, 03:15:52 AM »
Wow, that's just awesome. I'm really glad you're back. *cookie*