Author Topic: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)  (Read 16299 times)

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #20 on: January 19, 2008, 09:35:59 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. 
That's exactly the same thing I thought will not fit into early TMP era

Offline Kirk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #21 on: January 19, 2008, 10:55:15 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. 
That's exactly the same thing I thought will not fit into early TMP era

But, it's only a retexture, so what can you do? Good work, I think it looks really good, even if helm looks kinda funny. Maybe if you fill it TMP pushbuttons and displays it might look better.

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #22 on: January 19, 2008, 10:55:34 AM »
This looks so good, you deserve a cookie :D.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #23 on: January 19, 2008, 01:36:24 PM »
This looks so good, you deserve a cookie :D.
Thanks  :D

As for the helm stations, I'll make frames around them and add more buttons to some places on them. Best thing would be removing existing station, then adding table from Enterprise A bridge and voila :D but that would require model editing...

Offline pano27

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #24 on: January 19, 2008, 05:32:39 PM »
I agree with the others opinions that the helm does look odd but I for one love the idea of an early TMP bridge, so Ill take what I can get. Being the owner of a Doc McCoy custom made ship Im sure this will be a first class work.

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #25 on: January 19, 2008, 10:58:32 PM »
PS: Thanks for the email. I forgot to check that address. Those textures are really going to come in handy! :D

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #26 on: January 20, 2008, 11:48:24 AM »
PS: Thanks for the email. I forgot to check that address. Those textures are really going to come in handy! :D
Glad you like them :D

I'm makeing alt displays for red alert and yellow alert (hope they'll work) some displays will have 'Alert condition : yellow' and 'Alert condition  : red' displays known from TMP bridges, some will change color and some will stay as they were.

Total size of the bridge is quite big, 128 mb when unrared

P.S. I've started work on Excelsior variant as (of course it will have excesior stylistics but the model will be original prometheus bridge, also I've prepared another set for ST5 style retexture - bridge will be light beige/creame  colored with st5-6 LCARS and It will be Akula class bridge :D all of them will have map swaping at changing alert condition (if possible, I still have to check it out if it will work)

Offline yochenhsieh

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #27 on: January 21, 2008, 06:40:42 AM »
Hello, Dr_McCoy1701A.
Do you have time to update the screen display of the Excelsior bridge v1.1? That bridge came with many "off-line" displays on some stations of the bridge and looks a little, uh, weird...

Offline pano27

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #28 on: January 21, 2008, 11:45:59 AM »
It is an absolute bummer that this can't be done on the Enerprise A bridge or even the Miranda bridge iteslf thats floating around out there. Since the shape of the brige and the consoles are more in line with early TMP bridge setups. There would of course be differences in layout but minimal in my opinion.

I  am told however that this would be difficult because of animated maps that cant be swapped when going from green to red alert on the Ent-A bridge, where the Prom. bridge does not. Perhaps someone out there can help the Doc out by shutting off the animated maps on the Ent-A bridge so he could work the retexture magic on it, basically giving the community a pretty close rendering of the bridge.

This is a skill of which I have no knowledge but from what Ive seen in my time here some of the smartest gamers in the world work here. I bet this is a real possibility. Someones just gotta step up and help 'ol Bones out with the animations.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #29 on: January 21, 2008, 12:16:27 PM »
I've already asked Mark if he could help in removing anims from Ent-A bridge, I'm guessing that this have to be done in model file. The only NIF editor that is able to load bridge models is NiF scope so I'll look on it :D

I've checked Nifskope and didn't find anything in panels props, so I can only count on help from someone who know more about bridge modding :D

small update on red alert displays

btw I've added one pic with changed color of whole set to beige just for comparision, wchich will be better grey or beige/creame ?

Offline FekLeyr Targ

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #30 on: January 22, 2008, 08:30:11 AM »
Now that's feeling like early tmp.
TaH pagh, Tah be.

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #31 on: January 22, 2008, 08:35:40 AM »
What program is that you are using and where can I get it? Might be easier than having to manually edit each texture and then open the game to view the rendering.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #32 on: January 22, 2008, 11:57:32 AM »
Now that's feeling like early tmp.

If you mean the last pic then I already applied this color to everything cuz it looks far better than plain grey if u ask me

What program is that you are using and where can I get it? Might be easier than having to manually edit each texture and then open the game to view the rendering.

http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455
when dl that look into tools folder there you'll find Model Property Editor but I think you already have this :D

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #33 on: January 22, 2008, 01:26:56 PM »
What's sad is that I've never downloaded or edited the SDK :P. This will make it much more convenient. Thanks!

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #34 on: January 22, 2008, 02:34:14 PM »
Ok here's the deal I've just tested bridge and the game not even started :( the reason was altered bridge autoload plugin, after I remove all those lines I've added to have LCARS swapped at red alert everything worked fine, I'll post separate thread on scripting section for some help, I've comed to far to give up LCARS swapping at different alerts :D so no worries

Offline pano27

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #35 on: January 22, 2008, 05:37:46 PM »
I hope that Mark can help with the Ent-A, cause these look amazing. I think you have done some truly remarkable work here

Offline Aeries

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #36 on: January 22, 2008, 06:53:59 PM »
WOOOW! This looks SO nifty!!! I never EVER would have thought to turn the Prometheus Bridge into a TMP varient! Very cool idea, dude! ^__^

Offline Barihawk

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #37 on: January 22, 2008, 09:58:14 PM »
How do you get the textures into Model Property Editor? All I am getting is the white model.

Offline Bones

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #38 on: January 23, 2008, 08:43:19 AM »
How do you get the textures into Model Property Editor? All I am getting is the white model.

in model property editor folder there is a reg file, just click on it, after this textures will show up everytime you load model

Now about those displays, they work pretty nice, everything swaps very smoothly :D so this bridge need only few improvements no and it can be released :D tho I need some nice sounds.
My idea for red alert klaxon is to use standard TMP klaxon (st1 style) but with different spacing between sounds ( it should be something like :   'klaxon'..'klaxon'...(pause)...'klaxon'..'klaxon' ) I remember I've heard that on ST 2 in engineering when enterprise took first shot from reliant.

Offline FekLeyr Targ

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Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
« Reply #39 on: January 23, 2008, 09:09:43 AM »
Here's a clear klaxton similar to the st2 one. You only have to find a way to decrease it a little bit.
TaH pagh, Tah be.