Author Topic: Changing Bridge Animations  (Read 6448 times)

Offline ChronowerX_GT

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Changing Bridge Animations
« on: January 30, 2008, 10:41:41 AM »
Hi there, I was wondering how I would change how fast the animations change on the LCARS displays on a bridge. I heared that it is a scripting thing. Also how do I add animations to dispays with none on???


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Offline MLeo

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Re: Changing Bridge Animations
« Reply #1 on: January 30, 2008, 10:48:56 AM »
One important thing to know is, what bridge are you looking into changing?

And remember, there are 2 ways to animate lcars in BC, the not modifyable way and the scripting way through BPCore.

If it's the latter case, it can be changed (and added) through the bridges plugin (found commonly in scripts/Custom/Autoload).


*Moved to Bridge Modding*
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Offline ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #2 on: January 30, 2008, 12:51:53 PM »
Sorry it's the Generations Galaxy bridge. I've been retexturing it with  new lcars etc and i wanted to add/change the animations on the bridge.


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Offline MLeo

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Re: Changing Bridge Animations
« Reply #3 on: January 30, 2008, 01:22:59 PM »
Sorry it's the Generations Galaxy bridge. I've been retexturing it with  new lcars etc and i wanted to add/change the animations on the bridge.
Well, the plugin is in scripts/Custom/Autoload/GalaxyRefit.py

And it has one (scripted) animated map, when in Red Alert, so any other animated maps (animations other than the one in red alert) can't be changed.
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 ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #4 on: January 31, 2008, 05:45:41 PM »
Is there any tutorials that shows me how to this kind of thing with the .py file?


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Offline MLeo

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Re: Changing Bridge Animations
« Reply #5 on: January 31, 2008, 07:12:51 PM »
Have you tried opening a .py (not .pyc) file up?
Try opening the file I mentioned and see what you can make up out of it.
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Offline ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #6 on: February 01, 2008, 10:24:20 AM »
Yeah I open the PY file and started playing around with it. I wanted to make my bridge like the Galaxy bridge in KM 1.0 when you go to red alert and make all the top lighting to blue. Anyway I followed the same pattern with the .py files for both bridges. Of course I changed the name of the bridge locations etc and made the extra textures but it didn't seem to work at all. Here's the .py file. The red maps part is what i changed.

Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Galaxy Refit', 'galaxyrefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'galHelm': [ 'data/animations/gal_stand_h_m.nif', 'gal_stand_h_m' ],
'galTactical': [ 'data/animations/gal_seated_t_l.nif', 'gal_seated_t_l' ],
'galCommander':[ 'data/animations/gal_stand_c_m.nif', 'gal_stand_c_m' ],
'galScience': [ 'data/animations/gal_stand_S_S.nif', 'gal_stand_s_s' ],
'galEngineer': [ 'data/animations/gal_stand_e_s.nif', 'gal_stand_e_s' ],
'galGuest': [ 'data/animations/gal_stand_X_m.nif', 'gal_stand_X_m' ],
'galL1S': [ 'data/animations/gal_L1toG3_S.nif', 'gal_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'galL1M': [ 'data/animations/gal_L1toG3_M.nif', 'gal_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'galL1L': [ 'data/animations/gal_L1toG3_L.nif', 'gal_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'galL2M': [ 'data/animations/gal_L2toG1_M.nif', 'gal_L2toG1_M', 'pCharacter.SetHidden(1)' ],
'galL3M': [ 'data/animations/gal_L2toG2_M.nif', 'gal_L3toG1_M', 'pCharacter.SetHidden(1)' ],
'galG1M': [ 'data/animations/gal_G1toL2_M.nif', 'gal_G1toL2_M' ],
'galG2M': [ 'data/animations/gal_G2toL2_M.nif', 'gal_G2toL2_M' ],
'galG3M': [ 'data/animations/gal_G3toL1_M.nif', 'gal_G3toL1_M' ],
'galXT01': [ 'data/animations/gal_seated_XT01.NIF', 'gal_seated_XT01'],
'galXT02': [ 'data/animations/gal_seated_XT02.NIF', 'gal_seated_XT02'],
'galXT03': [ 'data/animations/gal_standing_XT03.NIF', 'gal_standing_XT03'],
},
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"},
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': [1, {1: 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state03.tga', 2: 'data/Models/Sets/Galaxy/black.tga',}]},
'Map 5' : 'data/Models/Sets/GalaxyRefit/High/Map 5r.tga',
'Map 13' : 'data/Models/Sets/GalaxyRefit/High/Map 13r.tga',
'Map 35' : 'data/Models/Sets/GalaxyRefit/High/Map 35r.tga',
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/gengal/dbdoor.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.3,"file": "sfx/gengal/dbamb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbklaxton.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbyellow.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbgreen.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenoff.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )

[MLeo EDIT] Please use code tags when posting code.


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Offline MLeo

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Re: Changing Bridge Animations
« Reply #7 on: February 01, 2008, 10:30:03 AM »
And you are experiencing a problem? :?
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 ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #8 on: February 01, 2008, 10:32:56 AM »
Sorry I forgot to tell what the problem was lol. Yeah nothing happens to the red alert lights when i go to red alert. They stay the same as before.


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Offline Bones

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Re: Changing Bridge Animations
« Reply #9 on: February 01, 2008, 11:11:26 AM »
You haven't added maps that should be swaped into 'current maps' yours looks like this
Code: [Select]
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"}, and it should look like this for example if you want map 5 to be swaped
Code: [Select]
{'g_imp_pannels-state01': "g_imp_pannels-state01", "Map 5" : "Map 5", },
also you have to add _red to each map name at the end to get it working for example map 5 will be 'map 5_red.tga'

Offline MLeo

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Re: Changing Bridge Animations
« Reply #10 on: February 01, 2008, 11:23:29 AM »
It isn't required, it's good practise.
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 MLeo

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Re: Changing Bridge Animations
« Reply #11 on: February 01, 2008, 11:24:40 AM »
Are you sure they aren't nif animated maps?
Are you pointing to the right locations?
Do you have the maps you are pointing to?
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 Bones

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Re: Changing Bridge Animations
« Reply #12 on: February 01, 2008, 11:50:28 AM »
so you say that I don't actually need to add "mapname" : "mapname" into current maps to have swaping working ? recently I almost blew my pc to get map swaping working properly LOL, even smallest typo and you get BSOD

Offline ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #13 on: February 01, 2008, 11:59:22 AM »
1. Dunno
2. Think So
3. Yes

A lot of the maps are the same as the standard galaxy ones. A lot of them are even named the same. Do you have an example script that I can work off because I can't seem to see where I went wrong?

Thanks.


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Offline Bones

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Re: Changing Bridge Animations
« Reply #14 on: February 01, 2008, 02:00:30 PM »
try to replace your plugin with this one :
Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Galaxy Refit', 'galaxyrefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'galHelm': [ 'data/animations/gal_stand_h_m.nif', 'gal_stand_h_m' ],
'galTactical': [ 'data/animations/gal_seated_t_l.nif', 'gal_seated_t_l' ],
'galCommander':[ 'data/animations/gal_stand_c_m.nif', 'gal_stand_c_m' ],
'galScience': [ 'data/animations/gal_stand_S_S.nif', 'gal_stand_s_s' ],
'galEngineer': [ 'data/animations/gal_stand_e_s.nif', 'gal_stand_e_s' ],
'galGuest': [ 'data/animations/gal_stand_X_m.nif', 'gal_stand_X_m' ],
'galL1S': [ 'data/animations/gal_L1toG3_S.nif', 'gal_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'galL1M': [ 'data/animations/gal_L1toG3_M.nif', 'gal_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'galL1L': [ 'data/animations/gal_L1toG3_L.nif', 'gal_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'galL2M': [ 'data/animations/gal_L2toG1_M.nif', 'gal_L2toG1_M', 'pCharacter.SetHidden(1)' ],
'galL3M': [ 'data/animations/gal_L2toG2_M.nif', 'gal_L3toG1_M', 'pCharacter.SetHidden(1)' ],
'galG1M': [ 'data/animations/gal_G1toL2_M.nif', 'gal_G1toL2_M' ],
'galG2M': [ 'data/animations/gal_G2toL2_M.nif', 'gal_G2toL2_M' ],
'galG3M': [ 'data/animations/gal_G3toL1_M.nif', 'gal_G3toL1_M' ],
'galXT01': [ 'data/animations/gal_seated_XT01.NIF', 'gal_seated_XT01'],
'galXT02': [ 'data/animations/gal_seated_XT02.NIF', 'gal_seated_XT02'],
'galXT03': [ 'data/animations/gal_standing_XT03.NIF', 'gal_standing_XT03'],
},
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01", "map 5" : "map 5", "map 13" : "map 13", "map 35" : "map 35", },
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': [1, {1: 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state03.tga', 2: 'data/Models/Sets/Galaxy/black.tga',}]},
'Map 5' : 'data/Models/Sets/GalaxyRefit/High/Map 5_red.tga',
'Map 13' : 'data/Models/Sets/GalaxyRefit/High/Map 13_red.tga',
'Map 35' : 'data/Models/Sets/GalaxyRefit/High/Map 35_red.tga'},
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefit/High/g_imp_pannels-state01.tga'},
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/gengal/dbdoor.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.3,"file": "sfx/gengal/dbamb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbklaxton.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbyellow.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbgreen.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenoff.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )

but be sure you rename map 5, map 13 and map 35 to map 5_red, map 13_red, map 35_red, it should work then, good luck

Offline ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #15 on: February 01, 2008, 02:56:26 PM »
Thanks a lot. I'll give that a try


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Offline ChronowerX_GT

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Re: Changing Bridge Animations
« Reply #16 on: February 02, 2008, 06:52:25 AM »
Well I used the script and now I have a BSOD every time I start BC. I can't see how that file would be related to it but it's the only change i've made since last time I played it. BTW, i've tried deleting options.cfg.


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Offline MLeo

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Re: Changing Bridge Animations
« Reply #17 on: February 02, 2008, 09:07:33 AM »
A BSOD has nothing to do with options.cfg.

Open the console (start in -TestMode first) and see what _is_ wrong.
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

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Re: Changing Bridge Animations
« Reply #18 on: February 02, 2008, 09:23:26 AM »
It has to be something related to the file I made, most likely typo :D... will be better if you try make new one.

Offline MLeo

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Re: Changing Bridge Animations
« Reply #19 on: February 02, 2008, 09:43:17 AM »
One typo I see at first glance is the extra } at the end of RedMaps (see the sequece of '}]},'? It ought to be '}],', without the '' of course).
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.