Author Topic: BP maps swaping  (Read 2340 times)

Offline Bones

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BP maps swaping
« on: January 22, 2008, 02:40:53 PM »
Hi I've a proble with adjusting Prometheus bridge plugin to have map swapping on it, there are already maps listed on it to swap but I wanted to make it also LCARS panels swap able but everytime I alter py. that came with original bridge, BC won't start up (black screen of death)
fixed, but with all those alterations LCARS won't swap from green to yello or red :S , could somebody take a look on my custom file and see what am I doing wrong please ?
Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Prometheus', 'prometheusbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'promHelm': [ 'data/animations/prom_stand_h_m.nif', 'prom_stand_h_m' ],
'promTactical': [ 'data/animations/prom_stand_t_l.nif', 'prom_stand_t_l' ],
'promCommander':[ 'data/animations/prom_stand_c_m.nif', 'prom_stand_c_m' ],
'promScience': [ 'data/animations/prom_stand_S_S.nif', 'prom_stand_s_s' ],
'promEngineer': [ 'data/animations/prom_stand_e_s.nif', 'prom_stand_e_s' ],
'promGuest': [ 'data/animations/prom_stand_X_m.nif', 'prom_stand_X_m' ],
'promL1S': [ 'data/animations/prom_L1toG3_S.nif', 'prom_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'promL1M': [ 'data/animations/prom_L1toG3_M.nif', 'prom_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'promL1L': [ 'data/animations/prom_L1toG3_L.nif', 'prom_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'promL2M': [ 'data/animations/prom_L2toG1_M.nif', 'prom_L2toG1_M', 'pCharacter.SetHidden(1)' ],
'promL3M': [ 'data/animations/prom_L2toG2_M.nif', 'prom_L3toG1_M', 'pCharacter.SetHidden(1)' ],
'promG1M': [ 'data/animations/prom_G1toL2_M.nif', 'prom_G1toL2_M' ],
'promG2M': [ 'data/animations/prom_G2toL2_M.nif', 'prom_G2toL2_M' ],
'promG3M': [ 'data/animations/prom_G3toL1_M.nif', 'prom_G3toL1_M' ],
},
'Maps':{
'CurrentMaps': {"beams": "beams", "dome": "dome", "side1-1": "side1-1", "side2-1": "side2-1", "side3-1": "side3-1", "side4-1": "side4-1"},
'GreenMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome.tga',
'side1-1': 'data/Models/Sets/prometheusbridge/High/side1_1.tga',
  'side2-1': 'data/Models/Sets/prometheusbridge/High/side2_1.tga',
    'side3-1': 'data/Models/Sets/prometheusbridge/High/side3_1.tga',
      'side4-1': 'data/Models/Sets/prometheusbridge/High/side4_1.tga'},
'YellowMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams_yell.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome_yell.tga',
'side1-1': 'data/Models/Sets/prometheusbridge/High/side1_1_yell.tga',
  'side2-1': 'data/Models/Sets/prometheusbridge/High/side2_1_yell.tga',
    'side3-1': 'data/Models/Sets/prometheusbridge/High/side3_1_yell.tga',
      'side4-1': 'data/Models/Sets/prometheusbridge/High/side4_1_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'},
  'MVAMMaps': {
  'beams': 'data/Models/Sets/prometheusbridge/High/beams_blue.tga',
'dome': 'data/Models/Sets/prometheusbridge/High/dome_blue.tga',
'side1-1': 'data/Models/Sets/prometheusbridge/High/side1_1_blue.tga',
  'side2-1': 'data/Models/Sets/prometheusbridge/High/side2_1_blue.tga',
    'side3-1': 'data/Models/Sets/prometheusbridge/High/side3_1_blue.tga',
      'side4-1': 'data/Models/Sets/prometheusbridge/High/side4_1_blue.tga'},


},

"bridgeSound": {"LiftDoor": {"volume": 1.0,"file": "sfx/Prometheus/door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.1,"file": "sfx/Prometheus/amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Prometheus/klaxton.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/Prometheus/green.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/Prometheus/viewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/Prometheus/viewscreenoff.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/PrometheusLoading.tga",
} )

Thanks in advance !

Offline MLeo

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Re: BP maps swaping
« Reply #1 on: January 22, 2008, 05:04:57 PM »
If you're seperated, then blue mode is the locked in mode (MVAMMaps superimposed on RedMaps).

And if the target textures are nif animations (nif based texture animations) then swapping won't work, since the textures will get overwritten (aka map swap won't stick).

Leaving the rules aside, I don't see anything wrong right now (could also be the sleep deprevation talking, so check back here if you have ruled out the above 2 rules).
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.

bsilver2988

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Re: BP maps swaping
« Reply #2 on: January 22, 2008, 11:40:20 PM »
Found your problem.  You gave the textures the correct identification names....(side1-1, side 2-1, side 3-1, side4-1)...but when you typed out the entire texture root location, you wrote side1_1, side2_1, side3_1, and side 4_1.  Basically you're telling it to swap textures that don't exist..and that's why you're getting the BSOD.


Offline Bones

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Re: BP maps swaping
« Reply #3 on: January 23, 2008, 08:33:06 AM »
Found your problem.  You gave the textures the correct identification names....(side1-1, side 2-1, side 3-1, side4-1)...but when you typed out the entire texture root location, you wrote side1_1, side2_1, side3_1, and side 4_1.  Basically you're telling it to swap textures that don't exist..and that's why you're getting the BSOD.



My savior !!! it works :D

Thank's for help guys !

Offline MLeo

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Re: BP maps swaping
« Reply #4 on: January 23, 2008, 08:44:31 AM »
you wrote side1_1, side2_1, side3_1, and side 4_1.  Basically you're telling it to swap textures that don't exist..and that's why you're getting the BSOD.
You don't get BSODs from an incorrect texture target. Those simply don't swap.
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.

bsilver2988

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Re: BP maps swaping
« Reply #5 on: January 23, 2008, 12:29:48 PM »
in an autoload file which triggers BPCore texture swapping however, any typo causes a BSOD.  Believe me those texture swapping scripts are my specialty, and i've made many typos. 

and apparently that was the problem because my fix worked.

glad i could help man.

Offline MLeo

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Re: BP maps swaping
« Reply #6 on: January 23, 2008, 05:33:25 PM »
in an autoload file which triggers BPCore texture swapping however, any typo causes a BSOD.  Believe me those texture swapping scripts are my specialty, and i've made many typos. 

and apparently that was the problem because my fix worked.

glad i could help man.
I was actually refering to names and stuff, not programming errors. :P
Thrust me, I tested it. I put in completly wrong stuff (such as illegal characters for the file system) and it didn't give me a bsod on that.
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 Mark

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Re: BP maps swaping
« Reply #7 on: January 24, 2008, 04:56:55 PM »
One thing you need to remember if you are thinking of releasing this... those maps are only un-animated on the "LOW" version of the bridge, the map swaps wont work on the normal version.

Just thought id make sure you knew

Offline Bones

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Re: BP maps swaping
« Reply #8 on: January 25, 2008, 02:27:10 AM »
Yup I know, since TEP project also have un-animated maps prepared for map swaps, I wanted to make a retexture that will use this feature