Author Topic: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)  (Read 16277 times)

Offline Bones

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Hi there !

I just figured out that we have way to few TMP bridges... which means we don't have any  :D and since prometheus bridge fits perfectly (in my opinion) I've started work on retexture that will make prommie bridge look like TMP bridge but not ST5/6 style but ST1,2,3,4 style.
LCARS were already done for the Enterprise project so, they also fits perfectly  :D
Don't worry about those bare walls, they will be changed as soon as works on displays walls are finished.
any opinions are welcome

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #1 on: January 17, 2008, 07:35:03 AM »
Except for the green roof, wow.

I'd kinda want a ST6 version, though :P.

Almost wants to make me start over for my bridge project... :P NAAAAHH

Offline Kirk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #2 on: January 17, 2008, 07:43:48 AM »
Looks good, though I do agree with Barihawk, maybe make it a lighter, paler, green.

Offline FekLeyr Targ

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #3 on: January 17, 2008, 07:47:52 AM »
Oh yeah, that feels like a real TMP BRIDGE.
God idea to use the prommie bridge. The makers of the voy s4 episode "message in a bottle" used parts of the Excelsior bridge for the Prometheus bridge. Did yu ever know that?
And an important question: Does it overwrite the original prommie bridge or is it a serparate bridge?
TaH pagh, Tah be.

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #4 on: January 17, 2008, 07:55:46 AM »
Like all major retextures, it will be scripted as a separate bridge.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #5 on: January 17, 2008, 08:12:55 AM »
Like all major retextures, it will be scripted as a separate bridge.

Confirmed :D this will be separate bridge

Oh yeah, that feels like a real TMP BRIDGE.
God idea to use the prommie bridge. The makers of the voy s4 episode "message in a bottle" used parts of the Excelsior bridge for the Prometheus bridge. Did yu ever know that?
And an important question: Does it overwrite the original prommie bridge or is it a serparate bridge?

Yeah it looked similiar to me so I thought it must have been Ent-A or B or Excelsior redress :D (Ent-c bridge was used the same way, appeared with slight changes as Stargazer, hathaway, Ent-c, Ent-D battle bridge (more changes), dunno what was that ship used by some admiral in battle of wolf 359 and so on ... :D

Looks good, though I do agree with Barihawk, maybe make it a lighter, paler, green.

Will do for next update (this one looks almost like from romulan bridge...

Except for the green roof, wow.

I'd kinda want a ST6 version, though :P.

Almost wants to make me start over for my bridge project... :P NAAAAHH

I couldn do that with my new LCARS for Ent-B

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #6 on: January 17, 2008, 08:36:43 AM »
Quote
dunno what was that ship used by some admiral in battle of wolf 359 and so on ...

That was Admiral Hanson. We don't know what his ship was called, but it was an Excelsior.

However, the bridge would be a Generic Bridge Module. The set for Hanson's bridge was a TNG redress of the set from Yesterday's Enterprise. This set was also used for the Battle Bridge, Soyuz Bridge, Hathaway bridge, etc.

I actually plan on making Admiral Hanson's bridge (the Pre-TNG Generic Bridge Module) as soon as I finish the TMP Bridge Module. I will try to make it look exactly as it does in the episode.

Offline FekLeyr Targ

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #7 on: January 17, 2008, 12:02:23 PM »
Only 2 known Excelsiors joined wolf359: The USS Melbourne  NCC-62043 and the USS Roosevelt  NCC-2573.
I think the Roosevelt was Hanson's ship, because the Melbourne has been destroyed at the beginning of w359. Here's some proof:
http://memory-alpha.org/en/wiki/Battle_of_Wolf_359
http://memory-alpha.org/en/wiki/Starships_at_Wolf_359

PS: I'm looking forward to this TMP bridge
TaH pagh, Tah be.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #8 on: January 17, 2008, 04:11:06 PM »
just by the way, since we have rather small variety of bridges I thought we could have some more retextures, (since in TNG and VOY they used one model for several ships with just small changes) I'm planning to make another retexture of this bridge but with ST5 stylistics, so ST5,6 LCARS, beige-white-blue coloristics and red/yellow alerts maps swaping tho with maps swaping I'm gonna need some help (still learning to script, so expect I'll be cooperative :D )
 also I would like to use maps swaping on this bridge so when you go to yellow/red alert some of the displays change their colour (for example tactical station, when in green condition it will be NO LOCK, when yellow (...) :D , when red it will have target lock and red targeting screen etc etc etc... this will make the bridge more up to date since we have Bridge plugin and all of its great functions.

Offline Billz

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #9 on: January 17, 2008, 04:17:32 PM »
I do believe that you have just earned yourself a cookie.

Top notch job you have done there. Well done.
Can't wait for 2014 to start.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #10 on: January 17, 2008, 04:27:14 PM »
Thank's mate I really don't deserve cookie cuz I'm lazy  :P I haven't finished prometheus retexture yet and just started another project  :D I really need to stop thinking about new projects LOL

I have another idea LOL. ST3 style NX excelsior bridge, but this one will require some new displays (easy to handle tho)

Offline Billz

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #11 on: January 17, 2008, 04:54:07 PM »
Thank's mate I really don't deserve cookie cuz I'm lazy  :P I haven't finished prometheus retexture yet and just started another project  :D I really need to stop thinking about new projects LOL

I have another idea LOL. ST3 style NX excelsior bridge, but this one will require some new displays (easy to handle tho)

Another cookie for you... in an hour according to the way the forum is set up.  :P

 :D
Can't wait for 2014 to start.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #12 on: January 17, 2008, 05:08:08 PM »
Ok just visited ST3 gallery on Trekcore and must admit that there is no good point of view on displays, so I'll have to be imaginative, so will put some schematics, scans and everything not-so-primitive like just post WW2 frequency displays from hospitals :D 9just like in TMP bridges)

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #13 on: January 17, 2008, 05:32:26 PM »
just by the way, since we have rather small variety of bridges I thought we could have some more retextures, (since in TNG and VOY they used one model for several ships with just small changes) I'm planning to make another retexture of this bridge but with ST5 stylistics, so ST5,6 LCARS, beige-white-blue coloristics and red/yellow alerts maps swaping tho with maps swaping I'm gonna need some help (still learning to script, so expect I'll be cooperative :D )
 also I would like to use maps swaping on this bridge so when you go to yellow/red alert some of the displays change their colour (for example tactical station, when in green condition it will be NO LOCK, when yellow (...) :D , when red it will have target lock and red targeting screen etc etc etc... this will make the bridge more up to date since we have Bridge plugin and all of its great functions.

Make sure that if you are doing ST5/6 panels, there are no LCARS buttons. They are simple pushbuttons on a black background with little white words telling you what they are. Lots of good references from ST6 at Trek Core.

Ambitious!

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #14 on: January 18, 2008, 03:57:24 AM »
Yup, there was no buttons, just display screens, btw I always thought that only control pannels were touch screens even in TNG :D

Offline rengers

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #15 on: January 18, 2008, 10:16:30 AM »
Wow, that looks great, excellent work you have done here, I will definatly keep an eye on this :D
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Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #16 on: January 19, 2008, 06:44:49 AM »
Ok I've finished the displays screens and helm. after looking on those walls I decided to revert some of them to original form (some maping issues) still have to make dome lighter, blinker under view screen must be changed, and carpet - I think I'll change it to metal instead of carpet tho not sure about that yet. Now I have to look on those alert scripts to make this bridge able to swap displays for red alert status... any ideas where to start ?

EDIT: I found a file responsible for maps swaping and if I'm correct that's the only file responsible for alert swaping so If I change it to following will it work ???
Code: [Select]
'Maps':{
'CurrentMaps': {"beams": "beams", "dome" : "dome" : "side1-1" : "side2-1" : "side3-1" : "side4-1" : "side5-1" : "side6-1" : "side7-1" : "side8-1" : "side9-1" : "side10-1"},
'GreenMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome.tga'},
'YellowMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams_yell.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome_yell.tga'},
'RedMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams_red.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome_red.tga',
'side1-1': 'data/Models/Sets/prometheusbridge/High/side1_1_red.tga',
'side2-1': 'data/Models/Sets/prometheusbridge/High/side2_1_red.tga',
'side3-1': 'data/Models/Sets/prometheusbridge/High/side3_1_red.tga',
'side4-1': 'data/Models/Sets/prometheusbridge/High/side4_1_red.tga',
'side5-1': 'data/Models/Sets/prometheusbridge/High/side5_1_red.tga',
'side6-1': 'data/Models/Sets/prometheusbridge/High/side6_1_red.tga',
'side7-1': 'data/Models/Sets/prometheusbridge/High/side7_1_red.tga',
'side8-1': 'data/Models/Sets/prometheusbridge/High/side8_1_red.tga',
'side9-1': 'data/Models/Sets/prometheusbridge/High/side9_1_red.tga',
'side10-1': 'data/Models/Sets/prometheusbridge/High/side10_1_red.tga'},
  'MVAMMaps': {
  'beams': 'data/Models/Sets/prometheusbridge/High/beams_blue.tga',
'dome': 'data/Models/Sets/prometheusbridge/High/dome_blue.tga',
},
},

Offline FekLeyr Targ

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #17 on: January 19, 2008, 07:44:20 AM »
It looks very cool.
IBut I think the walls and the entire set a little bit darker. Here's some reference: http://movies.trekcore.com/gallery/thumbnails.php?album=32
TaH pagh, Tah be.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #18 on: January 19, 2008, 08:10:57 AM »
ok i'm going to change whole set color to light beige just like on this photo

it will be more TMP like, the one now is too greish

Offline captain_obvious

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #19 on: January 19, 2008, 08:35:06 AM »
Lovely!  The only gripe I have is that the helm console just looks wrong IMO.  The shape of the thing seems more suited to LCARS rather than the old pushbuttons of the TMP era. I think it should be a more traditional console style (something more like table if you get my drift?)
BUT It happens to be your bridge, so it's up to you. 
I miss :bigdance: