Author Topic: Redragon's BOP Bridge WIP - Scripting/Animation issues  (Read 15654 times)

Offline Barihawk

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #80 on: March 21, 2010, 09:29:52 AM »
Send me a copy and I'll see if I can't crack out some things for you. I'll only be able to use MPE, though, since my BC isn't really installed at the moment.

Bones can probably make you better LCARS panels better than I can. What I can do, however, is take the panels and make them look like they are backlit pieces of glass. Without resorting to reflections.

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #81 on: March 21, 2010, 11:21:46 AM »
I wanted to give myself a try with non-fed LCARS and I'm quite happy that klingon displays gives much more freedom in shapes, here's just a 30 minutes job so far on basic control pads.

oops didn't noticed highest compression rate on PSP  :facepalm:

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #82 on: March 21, 2010, 01:47:29 PM »
Very nice  :)   promise will have upload ready asap.  In meantime, one reason might be some concern over rez is I've tried to keep textures and maps low as advised in previous posts to speed up loading/play for low end systems.  Largest map size is 512x512 (for some lcars) but most are 256x256, and others 128x128.  But maybe erred on side of caution and some of those should be increased?  Anyway, when the experts get hands on it sure there'll know answer...

Offline deadthunder2_0

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #83 on: March 21, 2010, 07:56:02 PM »
ia it a open beta, or are you intending for certain people to use it?
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Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #84 on: March 21, 2010, 09:03:41 PM »
It's a beta for anyone who's interested and can give feedback, good or bad  :)

Offline cordanilus

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #85 on: March 21, 2010, 11:24:33 PM »
Interesting indeed. :)

I've been looking up the bridges in nifskope and it's quite interesting in what I still don't know.  I can see the doors using a NiKeyframeController for each door and the bridge script calls for a seperate nif that contains the movements for each door.  Something worth looking into.  :yay:

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #86 on: March 22, 2010, 02:22:45 AM »
Is there any way to remap displays ? (not whole pannels) to separate files that are not squashed in the process (it lowers quality of bridge when textures are stretched on model) other than that I love lightmaps so far, it's really brilliant.

We definately need new team here as this is the first bridge since 3rd Era team that's actually working in game (with Baz TWOK ent being close second)

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #87 on: March 22, 2010, 07:35:37 AM »
I can see the doors using a NiKeyframeController for each door and the bridge script calls for a seperate nif that contains the movements for each door.  Something worth looking into.  :yay:

I'd noticed same too and played around with.  The Rotarran nif does have working animated doors and animated door nifs, but still not working. I think it needs something to 'trigger' the doors;  either a dummy in model, or possibly the extra crew walk? (Rot bridge currently doesn't have extra crew)

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #88 on: March 22, 2010, 07:39:13 AM »
Is there any way to remap displays ? (not whole pannels) to separate files that are not squashed in the process.

Do you mean the lcars?  Sure.  I'd kept them fairly low-res just to get the thing working ingame.  Once I get all feedback and know what people want, I can remap and re-send.  Will need advice on optimum texture sizes too;  is 1024x still too much for some players?   Thanks for help  :)

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #89 on: March 22, 2010, 07:56:59 AM »
Well 1024 is pretty standard for most players here (most of us already have dual core CPUs some of us have even quadro core CPUs)

As for the LCARS, it would make retexturing much easier cuz there's no point for new shiny displays if they'll have to be squashed and streched in game, I presume they'll be stored in 6-8 separate maps after remaping right ? so, if Ent-A bridge handles well in game with at least 10  1024 maps (5 of them are LCARS) then I think this res will be much enough keeping optimal gameplay and quality, 512 could be used as low res for older rigs ;)

I have pretty standard rig (except for GTX 275) that handles well about every game and in BC I can run multiple 2048 textured ships standing on high res bridge and still have optimal frame rate so 1024 is standard res nowadays.

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #90 on: March 22, 2010, 09:50:14 AM »
So what I need to do is remap current LCARs as 1024x512?  And each panel separate?  So, separate tga for left and right of bridge, or can one tga serve both sides? 

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #91 on: March 22, 2010, 12:08:36 PM »
would be the best if each side is separate tga

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #92 on: March 22, 2010, 02:06:19 PM »
So something like this, but with the LCARs blacked out?  This is original size bmp I used in first model (1024x512).  Also noticed lots of useful Rot screencaps at trekcore. http://ds9.trekcore.com/gallery/thumbnails.php?album=134&page=5

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #93 on: March 22, 2010, 02:15:26 PM »
perfect :) yeah those will come in handy (even tho I'm basing mine displays upon some of these already) I'm also working with Adge's LCARS site displays (tho can't use even a bit of it as he forbid using them, so I simply draw new ones)

Offline Morgan

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #94 on: March 22, 2010, 05:08:28 PM »
Ok so I tried out the beta that you posted and am in love with the bridge. It works awesome ingame but I only have one small gripe. Is there a way to change the size & position of the loading screen on the viewscreen? It looks off - here's a screenshot of what I mean.

Anyways I understand that this is still a WIP, but just thought I'd point that lil bit out. Thanks!

Offline deadthunder2_0

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #95 on: March 22, 2010, 07:06:37 PM »
love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen
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Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #96 on: March 22, 2010, 08:49:28 PM »
Is there a way to change the size & position of the loading screen on the viewscreen? It looks off

love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen

I think both these probs are inherited from basing the Rot on galorbridge to get it ingame. I think the galor has an inherent misalign prob.  Hopefully will be fixed in final  :)  Thanks for feedback

Offline Lurok91

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #97 on: March 22, 2010, 08:51:43 PM »
perfect :) yeah those will come in handy

Just wondering (to save some time)... could I package up the original bmps and upload? 

Offline Morgan

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #98 on: March 23, 2010, 12:42:15 AM »
love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen
But hitting F1 and F2 will zoom in whatever direction the camera is facing, I actually like it like that personally.  :D

Offline Bones

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Re: Redragon's BOP Bridge WIP - Scripting/Animation issues
« Reply #99 on: March 23, 2010, 02:34:47 AM »
perfect :) yeah those will come in handy

Just wondering (to save some time)... could I package up the original bmps and upload? 
which bmps ???