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

Offline Bones

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #60 on: March 16, 2010, 02:35:10 AM »
http://bc-central.net/forums/index.php/topic,7217.0.html
just found that in BCU archive, might be useful ;)

Offline Lurok91

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #61 on: March 17, 2010, 08:58:06 AM »
http://bc-central.net/forums/index.php/topic,7217.0.html
just found that in BCU archive, might be useful ;)

Thanks for link  :) Will give that a shot.

Offline Lurok91

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #62 on: March 17, 2010, 09:05:18 AM »
Moderator: Is there any chance thread can be renamed to "Rotarran Bridge WIP - SCRIPTING/ANIMATION ISSUES".   Texturing etc under control and in progress, but really need input on anims and scripting.  Thanks.  :)

Anyway, update:  Despite getting handle on scripting etc, have failed to add crew placements via dummy. Really need good tutorial or advice on this.  In the end adapted Ambassador bridge scripts to place crew.  Couple of other issues:

* Animated doors - have animated back door in max model and nif but doesn't animate ingame. Did place dummy in max model but doesn't seem to work.

* Camera viewpoints - how do you adjust how the camera 'swings' when you click on a crew member?  I'm sure must be something in script. 


Offline tiqhud

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #63 on: March 17, 2010, 09:37:24 AM »
what Klingon crew is that?
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
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Offline Lurok91

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #64 on: March 17, 2010, 01:43:51 PM »
what Klingon crew is that?

Like most folks use EF2 crew. Back in 08, before got into bridge modelling, modded whole set of crews for personal use: TMP, TNG, Klingon, Romulan and Reman. 

Offline JimmyB76

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Re: Redragon's BOP Bridge - Rotarran Bridge Retexturing WIP
« Reply #65 on: March 17, 2010, 03:38:18 PM »
Moderator: Is there any chance thread can be renamed to "Rotarran Bridge WIP - SCRIPTING/ANIMATION ISSUES".  
if you edit the subject line in your first post it will change the thread title, and then the next post made (and thereafter) will change to reflect the new thread title...

* Camera viewpoints - how do you adjust how the camera 'swings' when you click on a crew member?  I'm sure must be something in script.  
i think i can help with that :)  if you mean, the way a camera zooms to a character when hitting f1 (kiska), f2 (felix) etc...

Offline Lurok91

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Re: Redragon's BOP Bridge (Rotarran) WIP - Scripting/Animation issues
« Reply #66 on: March 17, 2010, 04:13:13 PM »
if you edit the subject line in your first post it will change the thread title, and then the next post made (and thereafter) will change to reflect the new thread title...

Thanks for tip  :)  Hope done that...  And think sorted camera swing (changed lookadj or something in script and fixed).  Next problem is getting crew to swing head in right direction now changed positions. Again, think that might be calling different anim in script? 

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #67 on: March 20, 2010, 01:55:24 PM »
Fixed various anim problems, although still can't get doors to open/close or crew walk-in (but I think that's a Max3 prob need help with).
Tried out Amaral's ilf animated maps method and that works too  :)    Until get more help with final anim probs will put bridge on hold again (doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest.  :)

Offline tiqhud

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #68 on: March 20, 2010, 02:05:01 PM »
doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest.  :)

Are you kinding,
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Villain

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #69 on: March 20, 2010, 02:08:21 PM »
I can guarantee you this mod would get immense attention, firstly, its a bridge, so there's the whole "Holy crap a new bridge!!!1!" then there's the "Holy crap it's a new KLINGON bridge!". :P Would have my download, that's for sure.


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der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
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Quote from: Rick Sternbach, on the topic of the Galor Class' length
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Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #70 on: March 20, 2010, 02:50:22 PM »
doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest.  :)

Are you kinding,
don't blame him, I had the same feeling when I was making bridge retextures but no worries, at this point (bridge is already in game) this bridge got whole lot more interesting ;)

Offline Shino Tenshi

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #71 on: March 20, 2010, 03:01:23 PM »
The lightmaps look way too low-res. =/

Offline Kirk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #72 on: March 20, 2010, 03:12:30 PM »
I think they look perfect.

Offline JimmyB76

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #73 on: March 20, 2010, 03:26:59 PM »
doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest.  :)

Are you kinding,
don't blame him, I had the same feeling when I was making bridge retextures but no worries, at this point (bridge is already in game) this bridge got whole lot more interesting ;)
indeed - never mistake lack of posts or feedback for lack of interest :)

Offline Barihawk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #74 on: March 20, 2010, 04:27:07 PM »
All of my released bridge retextures are hot items at BC Files and enjoy downloads to this day. Yet I must admit when you don't get feedback it does make you feel like nobody cares.

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #75 on: March 20, 2010, 05:04:12 PM »
yup, exactly, but your retextures (and few of mine retextures aswell :P ) are living proofs for interest in bridges ;)

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #76 on: March 20, 2010, 10:37:21 PM »
Hope this works :)



Seems to have lol (first timer). Sorry for poor resolution...jpegs give better idea.  Still a fair bit to clean up/improve on lcars front (low rez lightmaps notwithstanding...elucidate please :) ). But if there's demand I'll try and package up a beta upload for people to try out and give feedback.  Thanks for support....

Offline Kirk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #77 on: March 20, 2010, 10:48:20 PM »
Awesome, I'd be more than happy to test this out for you.

Offline Barihawk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #78 on: March 21, 2010, 09:21:17 AM »
Lightmaps and LCARS can be made higher resolution easily. But getting a bridge working ingame? That's just epic, sir.

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #79 on: March 21, 2010, 09:23:55 AM »
I'll work on packaging bridge up this week and upload.   Once I get feedback on LCARS and lightmaps, can change accordingly.  Bear in mind this has all been done solo up to know, so any offers of help with lcars etc more than welcome  :)