Author Topic: USS Relativity bridge  (Read 32846 times)

Offline cpthooker

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Re: Wells class WIP
« Reply #20 on: October 30, 2007, 06:19:37 PM »
It can be done ;)

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Offline Excal_Luke

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Re: Wells class WIP
« Reply #21 on: October 30, 2007, 07:46:02 PM »
Wow, thanks for the support guys, here are the wireframes you wanted,- and Thanks.
Am i right in saying that ive read somewhere before that the intrepid bridge was 23 polies? or am i getting it mixed up with somthing else?, nevermind, it doesnt matter, I have, however managed to get the poly count down to 14,588
Heres wireframes of the actual bridge only, not the extra bits, like chairs and work stations.


Offline Darkthunder

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Re: Wells class WIP
« Reply #22 on: October 30, 2007, 08:03:45 PM »
Nice work, but as you should listen to Sean about the poly count; the intrepid v3 in KM1.0 is about 18k and i have had complaints about lag.

Mark just told you... Around 18.000 polygons on the Intrepid v3 bridge. If the current total polycount of your Wells bridge is around 14-15.000 i'd say that's pretty good. Not sure if that's the right "kind" of wireframe that they were asking for.
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Cpt.Draven

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Re: Wells class WIP
« Reply #23 on: October 30, 2007, 08:36:57 PM »
Little somthing extra that might help with the modding of this ship
http://starfleetcommand.iwarp.com/fleetships.html

Few pics that might. Cant wait to see this done. Been waiting for this bridge for a very long time.

Cpt.Draven

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Re: Wells class WIP
« Reply #24 on: October 31, 2007, 03:36:47 AM »
http://www.star-trek-voyager.net/uss_relativity1.htm

If anyone else decides to make the uniforms for the bridge staff i found this.

http://www.star-trek-voyager.net/uniforms/unif_relativity.htm

Some of the pictures give you a decent look at what the lighting is like on the bridge and the postion of things.

Cpt.Draven

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Re: Wells class WIP
« Reply #25 on: October 31, 2007, 03:50:33 AM »

Offline newman

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Re: Wells class WIP
« Reply #26 on: October 31, 2007, 05:09:23 AM »
From what I could gather from those wires, the bridge itself looks fairly well optimized. If you want to further reduce the polycount, you'll probably need to optimize the furniture. Your current polycount is at about 14,500? That's fine, if you manage to optimize the chairs and stuff you can probably easily reach 13,000. But don't overdo it - it's better to have a bit more poly-intensive bridge then to loose the visual quality. There will always be people with old machines who'll be whining about the fps, so it's up to you to decide when you're done optimizing.

Offline Excal_Luke

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Re: Wells class WIP
« Reply #27 on: October 31, 2007, 06:01:05 AM »
Hey capt.draven - judging by the amount of posts you've made im guessing your new, so welcome!, and thanks for the links - great find.
And im sure its been said before that the intrepid bridge was 23k however it doesn't matter, forget i even wrote it.
And since my poly count is 14K im going to add those ceiling lights that i had to delete before.

What do i need to do to create animated TCARS? - Do i create the different Pictures that go together and name them anim1, anim2, anim3 etc... Is it done in the scripting stages? or is there a special way i can put the images together to make animated TCARS.
Cheers for any replies.
P.S- nice avatar capt.Draven ;)
P.P.S - I allready have your MSN sean, i'd think that you'd remember seeing as every time we have a conversation i end up making myself sound like a numpty  :?

Cpt.Draven

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Re: Wells class WIP
« Reply #28 on: October 31, 2007, 06:56:39 AM »
 :arms: Yeah... I'm new Alright. I work the night shift, and had the night off.. couldnt sleep so I thought I would bless you all with my posts. Didnt intend for there to be that many... just kept finding better pics for the bridge :P, sorry. Anyway Bridge looks great so far man it will look awsome when your done.

Offline Sean

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Re: Wells class WIP
« Reply #29 on: October 31, 2007, 07:01:25 AM »
And im sure its been said before that the intrepid bridge was 23k however it doesn't matter
people always get the PC on the intrepid confused with the high poly bridge test conducted by myself and mark. the bridge that was around 23k was the ent a bridge with the random chairs thrown in all over the place. Intrepid v3 was around 14K

What do i need to do to create animated TCARS? - Do i create the different Pictures that go together and name them anim1, anim2, anim3 etc... Is it done in the scripting stages? or is there a special way i can put the images together to make animated TCARS.
catch me on msn and i can explain animated lcars to you quite quickly, tho probs wont be online tonight, however til then you could begin working on each frame of the animation. save them all as TGA and name them something like eng_lcar1_1, eng_lcar1_2 etc

P.P.S - I allready have your MSN sean, i'd think that you'd remember seeing as every time we have a conversation i end up making myself sound like a numpty  :?
I have way too many random contacts to know exactly who is who on there, half of them i have no idea about :S

Offline Mark

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Re: Wells class WIP
« Reply #30 on: October 31, 2007, 07:03:44 AM »
Intrepid v3 was around 14K

Until i added a high polie turbo lift heh.

14k is the top end of what we are creating in excalibur, so that should be fine.

Offline Excal_Luke

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Re: Wells class WIP
« Reply #31 on: October 31, 2007, 07:49:38 AM »
Thanks sean, that cleared up my confusion, and cheers mark.

Now im wondering, on the bridge, above the captains console there is a window, shown below.
I think its been mentioned before in some other thread, but is it possible to create a second viewscreen? and lock it on side view? or shall i just apply a space texture to it.
I think it was mentioned in one of the stargate bridge threads- I'll take a look

Offline MLeo

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Re: USS Relativity bridge WIP
« Reply #32 on: October 31, 2007, 09:23:06 AM »
If worst comes to worst, use BPCore animated textures.
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...

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Offline limey BSc.

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Re: USS Relativity bridge WIP
« Reply #33 on: October 31, 2007, 09:33:55 AM »
Now im wondering, on the bridge, above the captains console there is a window, shown below.
I think its been mentioned before in some other thread, but is it possible to create a second viewscreen? and lock it on side view? or shall i just apply a space texture to it.
I think it was mentioned in one of the stargate bridge threads- I'll take a look

There was certainly a discussion about it on BCS somewhere, but after that (and a MSN convo with LJ) a concesus was reached that the coding to make a second veiwscreen work was difficult at best. However, aparently locking a veiwscreen to look one way is very easy. Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?
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Offline MLeo

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Re: USS Relativity bridge WIP
« Reply #34 on: October 31, 2007, 09:46:10 AM »
Locking the camera is also possible, remember the Shuttle View plugin for BPCore? ;)
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 Nighthawk

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Re: Wells class WIP
« Reply #35 on: October 31, 2007, 09:49:21 AM »
Not sure if that's the right "kind" of wireframe that they were asking for.
actually, this is what I had in mind

Offline JimmyB76

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Re: USS Relativity bridge WIP
« Reply #36 on: October 31, 2007, 10:10:50 AM »
Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?
actually, that is what i was thinking...  going back thru the links in this thread, these do show that...
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=92
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=235
http://www.star-trek-voyager.net/uss_relativity8.htm
and on this site, it does say "above 5 screenshots: the Relativity's main viewscreen displays an animated schematic of the temporal disruptor, [Relativity]"
http://www.star-trek-voyager.net/articles/temporaldisruptor.htm

so perhaps it is a viewscreen, but also like a giant LCARS (or whatever)?

Offline Nighthawk

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Re: USS Relativity bridge WIP
« Reply #37 on: October 31, 2007, 10:33:37 AM »
so perhaps it is a viewscreen, but also like a giant LCARS (or whatever)?
remember "deja q" when Worf projects the fixed moon's orbit on the viewscreen itself?
or in "the die is cast" when the cardassian request the tactical map on screen?

Offline JimmyB76

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Re: USS Relativity bridge WIP
« Reply #38 on: October 31, 2007, 11:22:44 AM »
ya - that was my other thought...  and of course, in First Contact the viewscreen was like a "wall" when they arrived at the Borg battle...

Offline Excal_Luke

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Re: USS Relativity bridge WIP
« Reply #39 on: October 31, 2007, 11:50:53 AM »
Nighthawk, what would i do to get that wireframe like in the piccy you supplied.- thanks

Quote
Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?

Yes, the wiewscreen is a big LCAR, i diddnt mean make the window the viewscreen, i meant create a second Viewscreen. so that you have one ''viewscreen'' at the front of the bridge,(where the giant LCAR is) and one ''viewscreen'' in/behind the window, locked so it allways looks left. - so that when your moving forward you can see the stars going past in the window, and at the front ''viewscreen'' you can see your target
However if you'd like the main wiewscreen (on the actual bridge model) not to be a ''viewscreen'' and just an animated texture thats fine because i could then put the''viewscreen'' where the window is.

Hope you understood that and it was my fault for not explaning my perception on the term viewscreen.
- Hope i dont have to make a movie explaining what i mean. :roll: