Author Topic: Redragon's BOP Bridge WIP - Scripting/Animation issues  (Read 15640 times)

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #100 on: March 23, 2010, 10:52:28 AM »
great, but still there are few maps with lots of empty space that are 1024x512 and have about 64x64 display space on them... that's a waste, I'm curious if you could make each display / single screen into separate 512x512 tga. ??? cuz when I sized down one of the screen I got it was too pixelated.

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #101 on: March 23, 2010, 08:27:28 PM »
As prob noticed, textures not my strong point  :)  I guess you could make each LCAR single tga, but they'd still have to be composited down to fit panel?  Maybe you and Barihawk can come up with a solution  :)  I could only do what I thought needed to do to get ingame.

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #102 on: March 24, 2010, 02:47:14 AM »
Ok I'll put it this way, you have 2 or 3 maps that covers whole panel with 3 screens side by side, each section with one screen is divided by light pole, now if you could map it so each section could be separated onto bigger map so it would give us much more freedom for retexturing, would that be possible ?

here's what I mean, red outlines marks how it could be mapped into separate files

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #103 on: March 24, 2010, 08:30:27 AM »
Thanks Bones  :)  Understand now.  I'll play around and see if I can achieve that, then upload.  What would be the best resolution(s) for the new maps for you?   All at 1024x1024? 

Offline Barihawk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #104 on: March 24, 2010, 08:45:28 AM »
That's fairly reasonable.

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #105 on: March 24, 2010, 09:55:15 AM »
great :D even 512 would suffice but if you're making run for 1024 then great  :dance

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #106 on: March 25, 2010, 02:29:00 AM »
Now we're talkin' about :D I'll work on new displays, how many frames do you have per animation ???

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #107 on: March 25, 2010, 08:01:11 AM »
I used 4 on my ifl test just to see if worked.  The Galor bridge, which I think is nearest comparison, uses a maximum cycle of 5.

Thanks for coming on board  :)

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #108 on: March 25, 2010, 08:07:42 AM »
hehe, should I consider this as the beginning of new team ? ;) ok, so, 12 new screens - 5 frames per screen :)

Offline Barihawk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #109 on: March 25, 2010, 07:16:32 PM »
Nothing from stopping us from creating a new team :)

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #110 on: March 26, 2010, 02:32:23 AM »
then what do we waiting for ? ;) I presume there is free place for LCARS artist hm ??? :P

Offline billyd29

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #111 on: May 12, 2010, 08:19:20 PM »
 :(i just downloaded the  beta for bop rotarran bridge the button is in the quickbattle bridge menu but when i load the game only the ship loads but no bridge.when i go to bridge mode the game does nothingi just hear the default bridge sounds.how do i get the beta to play so i can see the rotarran vridge anybody please help.