Author Topic: old ent-A bridge  (Read 20114 times)

Offline MLeo

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Re: old ent-A bridge
« Reply #40 on: April 27, 2009, 05:51:50 PM »
I believe that is intended for ships, not bridges.

From what I know of the process (during the 3E time people were trained, I just read the threads) and I distinctly remember that there was a second channel involved especially for the lights.
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 baz1701

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Re: old ent-A bridge
« Reply #41 on: April 27, 2009, 06:02:33 PM »
I'll do some more net research on adding another channel and see if that helps
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Offline MLeo

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Re: old ent-A bridge
« Reply #42 on: April 27, 2009, 06:07:49 PM »
If memory serves, there is a spinnerbox where you can set the channel in the materials window.
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 Lurok91

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Re: old ent-A bridge
« Reply #43 on: April 28, 2009, 10:27:01 AM »
Realising the limitations of the tutorial here at BC,  I did look up others and made sure added second channel.  It probably is something really simple, but like I said, we really need input/advice of someone who's actually made bridges. At least having (frustrating) fun experimenting  :D

Offline Mark

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Re: old ent-A bridge
« Reply #44 on: May 04, 2009, 08:41:13 AM »
how are you exporting this nif?

Offline baz1701

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Re: old ent-A bridge
« Reply #45 on: May 04, 2009, 02:55:27 PM »
how are you exporting this nif?

I'm using the Max 9 exporter
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Offline Mark

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Re: old ent-A bridge
« Reply #46 on: May 05, 2009, 10:27:06 AM »
niflib doesnt work for bridges Im afraid, it doesnt export 2nd mapping channels properly. The only exporter that works is the official max 3 exporter from the sdk, you can use BFF (back from five aka bobos file format) to get your scene from max 9 into max 3 but there are often issues.

Sorry about that, but its the worst thing about bridge modding, and the main reason i gave up on BC

Offline baz1701

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Re: old ent-A bridge
« Reply #47 on: May 27, 2009, 03:04:05 PM »
It has been a while but I have the bridge in game with textures.
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Offline MLeo

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Re: old ent-A bridge
« Reply #48 on: May 27, 2009, 03:14:30 PM »
So what was it? I take it the lightmaps are now on channel 2?
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 baz1701

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Re: old ent-A bridge
« Reply #49 on: May 27, 2009, 03:16:58 PM »
nope far easer. Just use the old SDK exporter with max 3.1.

Biggest problem was trying to find a PC old enough to run it.
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Offline baz1701

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Re: old ent-A bridge
« Reply #50 on: June 07, 2009, 03:52:27 PM »
I'm trying to adjust the positions of the Enterprise-A scripts to work on my refit.

I have have the X,Y,Z co-ordinates of all the places for thae camera, crew etc.

The first problem is the view screen is not where it is supposed to be. I exported it as a seperate nif but I think the Enterprise-A script has moved it outside of the model?

Also when I load the Enterprise-A bridge in max the X,Y,Z's do not match up to the py file?

If I can get past these small problems then I can look at getting this bridge released.

Any help over coming these problems would be a great help.
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Offline MLeo

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Re: old ent-A bridge
« Reply #51 on: June 07, 2009, 04:03:06 PM »
The XYZ values not matching with Max is mostlikely an issue of scale.

You can change the position of the viewscreen by pViewScreen.SetTranslateXYZ(...)

I'm afraid you will have to use trial and error.
Something you can try is to load the bridge nif up in MPE and retrieve the (corrected?) xyz values from there.
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 baz1701

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Re: old ent-A bridge
« Reply #52 on: June 07, 2009, 04:12:50 PM »
There is no ref to Pviewscreen.setTranslation in my script. Where should it go.

Also any pointers on making the camera move back would be helpful, I have tried random number but other than orientation it makes no difference to the position. I want it over the captains chair.

Here is the py file
Code: [Select]
##############################################################################
# Filename: EnterpriseRefitbridge.py
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the EnterpriseA class bridge.
# It is only called by LoadBridge.Initialize("EnterpriseRefitbridge"), so don't
# call these functions directly
#
# Created: 9/12/00 - DLitwin
###############################################################################
import App

#NonSerializedObjects = ( "debug", )

#debug = App.CPyDebug(__name__).Print
#debug("Loading " + __name__ + " module...")

###############################################################################
# CreateBridgeModel()
#
# Create the EnterpriseA bridge model, viewscreen and main camera, attaching them
# to the Set passed in.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def CreateBridgeModel(pBridgeSet):
iDetail = App.g_kImageManager.GetImageDetail()
pcDetail = [ "Low/", "Medium/", "High/" ]
pcEnvPath = "data/Models/Sets/EnterpriseRefitbridge/" + pcDetail[iDetail]

# Pre-load the Bridge model and viewscreen
App.g_kModelManager.LoadModel("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridge.nif", None, pcEnvPath)
App.g_kModelManager.LoadModel("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF", None, pcEnvPath)

# Load the viewscreen and set it up specially with SetViewScreen()
pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")


# Setup bridge object
pBridgeObject = App.BridgeObjectClass_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridge.nif")
pBridgeSet.AddObjectToSet(pBridgeObject, "bridge")
pBridgeObject.SetTranslateXYZ(0.000000, 0.000000, 0.000000)
pBridgeObject.SetAngleAxisRotation(0.000000, 1.000000, 0.000000, 0.000000)

# setup hardpoints for dbridge.
pPropertySet = pBridgeObject.GetPropertySet()
import Bridge.EnterpriseRefitbridgeProperties
App.g_kModelPropertyManager.ClearLocalTemplates()
reload(Bridge.EnterpriseRefitbridgeProperties)
Bridge.EnterpriseRefitbridgeProperties.LoadPropertySet(pPropertySet)


# Create camera
lPos = GetBaseCameraPosition()
pCamera = App.ZoomCameraObjectClass_Create(lPos[0], lPos[1], lPos[2], 1.570796, -0.000665, -0.087559, 0.996159, "maincamera")
pCamera.SetMinZoom(0.1)
pCamera.SetMaxZoom(1.0)
pCamera.SetZoomTime(0.375)
pBridgeSet.AddCameraToSet(pCamera, "maincamera")
pCamera.Update( App.g_kUtopiaModule.GetGameTime() )
App.g_kVarManager.SetFloatVariable("global", "fZoomTuneState", 0)

# Load EnterpriseA bridge specific sounds
LoadSounds()

App.g_kModelPropertyManager.ClearLocalTemplates()

###############################################################################
# GetBaseCameraPosition
#
# Get the normal camera position for this bridge.
#
# Args: None
#
# Return: A tuple with the (x,y,z) location for the base camera position.
###############################################################################
def GetBaseCameraPosition():
return (5, 90, 70)

###############################################################################
# AdjustCameraPositionForBridge
#
# Adjust the position of the camera, based on the horizontal
# angle it's facing, based on the bridge that it's on.
#
# Args: fHorizAngle
#
# Return: The adjusted camera position.
###############################################################################
def AdjustCameraPositionForBridge(pCamera, fHorizAngle):
vLocation = App.TGPoint3()
apply(vLocation.SetXYZ, GetBaseCameraPosition())
return vLocation

###############################################################################
# ConfigureCharacters()
#
# Configure the bridge crew to the set, which adds bridge specific animations
# to them.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def ConfigureCharacters(pBridgeSet):
# Configure bridge characters to our bridge
import Bridge.Characters.ENAFelix
import Bridge.Characters.ENAKiska
import Bridge.Characters.ENASaffi
import Bridge.Characters.ENABrex
import Bridge.Characters.ENAMiguel

import Bridge.Characters.ENAFemaleExtra1
import Bridge.Characters.ENAFemaleExtra2
import Bridge.Characters.ENAFemaleExtra3
import Bridge.Characters.ENAMaleExtra1
import Bridge.Characters.ENAMaleExtra2
import Bridge.Characters.ENAMaleExtra3

pENAFelix = App.CharacterClass_Cast(pBridgeSet.GetObject("Tactical"))
pENAKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pENASaffi = App.CharacterClass_Cast(pBridgeSet.GetObject("XO"))
pENAMiguel = App.CharacterClass_Cast(pBridgeSet.GetObject("Science"))
pENABrex = App.CharacterClass_Cast(pBridgeSet.GetObject("Engineer"))

pENAFemaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra1"))
pENAFemaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra2"))
pENAFemaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra3"))

pENAMaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra1"))
pENAMaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra2"))
pENAMaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra3"))

Bridge.Characters.ENAFelix.ConfigureForEnterpriseA(pENAFelix)
Bridge.Characters.ENAKiska.ConfigureForEnterpriseA(pENAKiska)
Bridge.Characters.ENASaffi.ConfigureForEnterpriseA(pENASaffi)
Bridge.Characters.ENAMiguel.ConfigureForEnterpriseA(pENAMiguel)
Bridge.Characters.ENABrex.ConfigureForEnterpriseA(pENABrex)

if (pENAFemaleExtra1):
Bridge.Characters.ENAFemaleExtra1.ConfigureForEnterpriseA(pENAFemaleExtra1)
if (pENAFemaleExtra2):
Bridge.Characters.ENAFemaleExtra2.ConfigureForEnterpriseA(pENAFemaleExtra2)
if (pENAFemaleExtra3):
Bridge.Characters.ENAFemaleExtra3.ConfigureForEnterpriseA(pENAFemaleExtra3)
if (pENAMaleExtra1):
Bridge.Characters.ENAMaleExtra1.ConfigureForEnterpriseA(pENAMaleExtra1)
if (pENAMaleExtra2):
Bridge.Characters.ENAMaleExtra2.ConfigureForEnterpriseA(pENAMaleExtra2)
if (pENAMaleExtra3):
Bridge.Characters.ENAMaleExtra3.ConfigureForEnterpriseA(pENAMaleExtra3)

pCamera = App.ZoomCameraObjectClass_GetObject(pBridgeSet, "maincamera")
pCamera.SetTranslateXYZ(5, 90, 70)


###############################################################################
# LoadSounds()
#
# Load any EnterpriseA bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def LoadSounds():

# debug("Loading EnterpriseA door sound")

pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-door.wav",  "LiftDoor", "BridgeGeneric")

# debug("Loading EnterpriseA red alert sound")

pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-redalert.wav",  "RedAlertSound", "BridgeGeneric")

# debug("Loading EnterpriseA hail sound")

pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-hail.wav",  "Hail", "BridgeGeneric")

# debug("Loading EnterpriseA Ambient sound")

pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-bridge2.loop.wav",  "AmbBridge", "BridgeGeneric")


###############################################################################
# UnloadSounds()
#
# Unload any EnterpriseA bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def UnloadSounds():
App.g_kSoundManager.DeleteSound("LiftDoor")
App.g_kSoundManager.DeleteSound("RedAlertSound")
App.g_kSoundManager.DeleteSound("Hail")
App.g_kSoundManager.DeleteSound("AmbBridge")


###############################################################################
# PreloadAnimations()
#
# Load any EnterpriseA bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def PreloadAnimations ():
kAM = App.g_kAnimationManager

kAM.LoadAnimation ("data/animations/ENA_door_L1.nif", "ENA_Door_L1")
kAM.LoadAnimation ("data/animations/ENA_door_L2.nif", "ENA_Door_L2")

# Small animations
# Science Movement
kAM.LoadAnimation ("data/animations/ENA_stand_s_s.nif", "ENA_stand_s_s")
kAM.LoadAnimation ("data/animations/ENA_seated_s_s.nif", "ENA_seated_s_s")
kAM.LoadAnimation ("data/animations/ENA_face_capt_s.nif", "ENA_face_capt_s")
kAM.LoadAnimation ("data/animations/ENA_chair_s_face_capt.nif", "ENA_chair_s_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_s_reverse.nif", "ENA_face_capt_s_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_s_face_capt_reverse.nif", "ENA_chair_s_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_S_in.nif", "EB_chair_S_in")

# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_A.NIF", "ENA_S_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_B.NIF", "ENA_S_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_C.NIF", "ENA_S_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_D.NIF", "ENA_S_pushing_buttons_D")

# Science Talking to other stations

# Engineer Movement
kAM.LoadAnimation ("data/animations/ENA_stand_e_s.nif", "ENA_stand_e_s")
kAM.LoadAnimation ("data/animations/ENA_seated_e_s.nif", "ENA_seated_e_s")
kAM.LoadAnimation ("data/animations/ENA_face_capt_e.nif", "ENA_face_capt_e")
kAM.LoadAnimation ("data/animations/ENA_chair_e_face_capt.nif", "ENA_chair_e_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_e_reverse.nif", "ENA_face_capt_e_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_e_face_capt_reverse.nif", "ENA_chair_e_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_E_in.nif", "EB_chair_E_in")

# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_A.NIF", "ENA_E_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_B.NIF", "ENA_E_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_C.NIF", "ENA_E_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_D.NIF", "ENA_E_pushing_buttons_D")

# Engineer Talking to other stations

#
# medium animations
# Helm Movement
kAM.LoadAnimation ("data/animations/ENA_stand_h_m.nif", "ENA_stand_h_m")
kAM.LoadAnimation ("data/animations/ENA_seated_h_m.nif", "ENA_seated_h_m")
kAM.LoadAnimation ("data/animations/ENA_face_capt_h.nif", "ENA_face_capt_h")
kAM.LoadAnimation ("data/animations/ENA_chair_H_face_capt.nif", "ENA_chair_H_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_h_reverse.nif", "ENA_face_capt_h_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_H_face_capt_reverse.nif", "ENA_chair_H_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_glance_h_m.nif", "ENA_glance_h_m")
kAM.LoadAnimation ("data/animations/EB_glance_h_m_reverse.nif", "ENA_glance_h_m_reverse")

kAM.LoadAnimation ("data/animations/EB_hit_h.NIF", "ENA_hit_h")


# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_A.NIF", "ENA_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_B.NIF", "ENA_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_C.NIF", "ENA_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_D.NIF", "ENA_H_pushing_buttons_D")

# Helm Talking to other stations
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_C_M.NIF", "EB_H_Talk_to_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_E_M.NIF", "EB_H_Talk_to_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_S_M.NIF", "EB_H_Talk_to_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_T_M.NIF", "EB_H_Talk_to_T_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_C_M.NIF", "EB_H_Talk_fin_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_E_M.NIF", "EB_H_Talk_fin_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_S_M.NIF", "EB_H_Talk_fin_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_T_M.NIF", "EB_H_Talk_fin_T_M")

# XO Movement
kAM.LoadAnimation ("data/animations/ENA_seated_C_M.nif", "ENA_seated_c_m")
kAM.LoadAnimation ("data/animations/ENA_seatedm_C_M.nif", "ENA_seatedm_c_m")
kAM.LoadAnimation ("data/animations/ENA_stand_V_M.nif", "ENA_stand_c_m")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c1.nif", "ENA_face_capt_c1")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c.nif", "ENA_face_capt_c")
kAM.LoadAnimation ("data/animations/ENA_face_capt_C_reverse.NIF", "ENA_face_capt_C_reverse")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c1_reverse.NIF", "ENA_face_capt_c1_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_c.NIF", "Int_hit_c")

#Commander interaction
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_A.NIF", "ENA_C_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_B.NIF", "ENA_C_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_C.NIF", "ENA_C_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_D.NIF", "ENA_C_pushing_buttons_D")

kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_A.NIF", "EB_X_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_B.NIF", "EB_X_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_C.NIF", "EB_X_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_D.NIF", "EB_X_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_E.NIF", "EB_X_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_F.NIF", "EB_X_pushing_buttons_F")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_G.NIF", "EB_X_pushing_buttons_G")

# XO Talking to other stations
kAM.LoadAnimation ("data/animations/EB_C_Talk_E_M.NIF", "EB_C_Talk_E_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G2_M.NIF", "EB_C_Talk_G2_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G3_M.NIF", "EB_C_Talk_G3_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_TH_M.NIF", "EB_C_Talk_TH_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_S_M.NIF", "EB_C_Talk_S_M")

# Guest Animations
kAM.LoadAnimation ("data/animations/EB_L1toX_M.nif", "EB_L1toX_M")
kAM.LoadAnimation ("data/animations/EB_seated_X_m.nif", "EB_seated_X_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_X.nif", "EB_face_capt_X")
kAM.LoadAnimation ("data/animations/EB_face_capt_X_reverse.NIF", "EB_face_capt_X_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_x.NIF", "ENA_hit_x")

# Extras
kAM.LoadAnimation ("data/animations/ENA_L1toG3_S.nif", "ENA_L1toG3_S")
kAM.LoadAnimation ("data/animations/ENA_L1toG3_M.nif", "ENA_L1toG3_M")
kAM.LoadAnimation ("data/animations/ENA_L1toG3_L.nif", "ENA_L1toG3_L")

kAM.LoadAnimation ("data/animations/ENA_L2toG1_S.nif", "ENA_L2toG1_S")
kAM.LoadAnimation ("data/animations/ENA_L2toG1_M.nif", "ENA_L2toG1_M")
kAM.LoadAnimation ("data/animations/ENA_L2toG1_L.nif", "ENA_L2toG1_L")

kAM.LoadAnimation ("data/animations/ENA_L2toG2_S.nif", "ENA_L2toG2_S")
kAM.LoadAnimation ("data/animations/ENA_L2toG2_M.nif", "ENA_L2toG2_M")
kAM.LoadAnimation ("data/animations/ENA_L2toG2_L.nif", "ENA_L2toG2_L")

kAM.LoadAnimation ("data/animations/ENA_G1toL2_S.nif", "ENA_G1toL2_S")
kAM.LoadAnimation ("data/animations/ENA_G1toL2_M.nif", "ENA_G1toL2_M")
kAM.LoadAnimation ("data/animations/ENA_G1toL2_L.nif", "ENA_G1toL2_L")

kAM.LoadAnimation ("data/animations/ENA_G2toL2_S.nif", "ENA_G2toL2_S")
kAM.LoadAnimation ("data/animations/ENA_G2toL2_M.nif", "ENA_G2toL2_M")
kAM.LoadAnimation ("data/animations/ENA_G2toL2_L.nif", "ENA_G2toL2_L")

kAM.LoadAnimation ("data/animations/ENA_G3toL1_S.nif", "ENA_G3toL1_S")
kAM.LoadAnimation ("data/animations/ENA_G3toL1_M.nif", "ENA_G3toL1_M")
kAM.LoadAnimation ("data/animations/ENA_G3toL1_L.nif", "ENA_G3toL1_L")


# Large animations
# Tactical Movement
kAM.LoadAnimation ("data/animations/ENA_stand_t_l.nif", "ENA_stand_t_l")
kAM.LoadAnimation ("data/animations/ENA_seated_t_l.nif", "ENA_seated_t_l")
kAM.LoadAnimation ("data/animations/ENA_seatedm_t_l.nif", "ENA_seatedm_t_l")
kAM.LoadAnimation ("data/animations/ENA_face_capt_t.nif", "ENA_face_capt_t")
kAM.LoadAnimation ("data/animations/ENA_chair_T_face_capt.nif", "ENA_chair_T_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_t_reverse.nif", "ENA_face_capt_t_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_T_face_capt_reverse.nif", "ENA_chair_T_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_t.NIF", "ENA_hit_t")

# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_A.NIF", "ENA_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_B.NIF", "ENA_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_C.NIF", "ENA_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_D.NIF", "ENA_T_pushing_buttons_D")

# Tactical Talking to other stations
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_H_L.NIF", "EB_T_Talk_to_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G2_L.NIF", "EB_T_Talk_to_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G3_L.NIF", "EB_T_Talk_to_G3_L")

kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_H_L.NIF", "EB_T_Talk_fin_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G2_L.NIF", "EB_T_Talk_fin_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G3_L.NIF", "EB_T_Talk_fin_G3_L")

return

###############################################################################
# UnloadAnimations()
#
# Unload any EnterpriseA bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def UnloadAnimations ():
kAM = App.g_kAnimationManager

kAM.FreeAnimation("ENA_Door_L1")
kAM.FreeAnimation("ENA_Door_L2")

# Small animations
# Science Movement
kAM.FreeAnimation("ENA_stand_s_s")
kAM.FreeAnimation("ENA_seated_s_s")
kAM.FreeAnimation("ENA_face_capt_s")
kAM.FreeAnimation("ENA_chair_s_face_capt")
kAM.FreeAnimation("ENA_face_capt_s_reverse")
kAM.FreeAnimation("ENA_chair_s_face_capt_reverse")
kAM.FreeAnimation("EB_chair_S_in")

# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_A.NIF", "ENA_S_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_B.NIF", "ENA_S_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_C.NIF", "ENA_S_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_D.NIF", "ENA_S_pushing_buttons_D")

# Science Talking to other stations

# Engineer Movement
kAM.FreeAnimation("ENA_stand_e_s")
kAM.FreeAnimation("ENA_seated_e_s")
kAM.FreeAnimation("ENA_face_capt_e")
kAM.FreeAnimation("ENA_chair_e_face_capt")
kAM.FreeAnimation("ENA_face_capt_e_reverse")
kAM.FreeAnimation("ENA_chair_e_face_capt_reverse")
kAM.FreeAnimation("EB_chair_E_in")

# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_A.NIF", "ENA_E_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_B.NIF", "ENA_E_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_C.NIF", "ENA_E_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_D.NIF", "ENA_E_pushing_buttons_D")

# Engineer Talking to other stations

# medium animations
# Helm Movement
kAM.FreeAnimation("ENA_stand_h_m")
kAM.FreeAnimation("ENA_seated_h_m")
kAM.FreeAnimation("ENA_face_capt_h")
kAM.FreeAnimation("ENA_face_capt_h_reverse")
kAM.FreeAnimation("ENA_hit_h")


# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_A.NIF", "ENA_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_B.NIF", "ENA_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_C.NIF", "ENA_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_D.NIF", "ENA_H_pushing_buttons_D")

# Helm Talking to other stations
kAM.FreeAnimation("EB_H_Talk_to_C_M")
kAM.FreeAnimation("EB_H_Talk_to_E_M")
kAM.FreeAnimation("EB_H_Talk_to_S_M")
kAM.FreeAnimation("EB_H_Talk_to_T_M")
kAM.FreeAnimation("EB_H_Talk_fin_C_M")
kAM.FreeAnimation("EB_H_Talk_fin_E_M")
kAM.FreeAnimation("EB_H_Talk_fin_S_M")
kAM.FreeAnimation("EB_H_Talk_fin_T_M")

# XO Movement
kAM.FreeAnimation("ENA_seated_c_m")
kAM.FreeAnimation("ENA_seatedm_c_m")
kAM.FreeAnimation("ENA_stand_c_m")
kAM.FreeAnimation("ENA_face_capt_c1")
kAM.FreeAnimation("ENA_face_capt_c")
kAM.FreeAnimation("ENA_face_capt_C_reverse")
kAM.FreeAnimation("ENA_face_capt_c1_reverse")
kAM.FreeAnimation("ENA_hit_c")
kAM.FreeAnimation("ENA_stand_D_M")
kAM.FreeAnimation("ENA_seated_D_M")


# XO Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_A.NIF", "ENA_C_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_B.NIF", "ENA_C_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_C.NIF", "ENA_C_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_D.NIF", "ENA_C_pushing_buttons_D")

# XO Talking to other stations
kAM.FreeAnimation("EB_C_Talk_E_M")
kAM.FreeAnimation("EB_C_Talk_H_M")
kAM.FreeAnimation("EB_C_Talk_T_M")
kAM.FreeAnimation("EB_C_Talk_S_M")

# Guest Animations
kAM.FreeAnimation("EB_L1toX_M")
kAM.FreeAnimation("EB_seated_X_m")
kAM.FreeAnimation("EB_face_capt_X")
kAM.FreeAnimation("EB_face_capt_X_reverse")
kAM.FreeAnimation("ENA_hit_x")

kAM.FreeAnimation("EB_X_pushing_buttons_A")
kAM.FreeAnimation("EB_X_pushing_buttons_B")
kAM.FreeAnimation("EB_X_pushing_buttons_C")
kAM.FreeAnimation("EB_X_pushing_buttons_D")
kAM.FreeAnimation("EB_X_pushing_buttons_E")
kAM.FreeAnimation("EB_X_pushing_buttons_F")
kAM.FreeAnimation("EB_X_pushing_buttons_G")

#Extra
kAM.FreeAnimation("ENA_L1toG3_S")
kAM.FreeAnimation("ENA_L1toG3_M")
kAM.FreeAnimation("ENA_L1toG3_L")

kAM.FreeAnimation("ENA_L2toG1_S")
kAM.FreeAnimation("ENA_L2toG1_M")
kAM.FreeAnimation("ENA_L2toG1_L")

kAM.FreeAnimation("ENA_L2toG2_S")
kAM.FreeAnimation("ENA_L2toG2_M")
kAM.FreeAnimation("ENA_L2toG2_L")

kAM.FreeAnimation("ENA_G1toL2_S")
kAM.FreeAnimation("ENA_G1toL2_M")
kAM.FreeAnimation("ENA_G1toL2_L")

kAM.FreeAnimation("ENA_G2toL2_S")
kAM.FreeAnimation("ENA_G2toL2_M")
kAM.FreeAnimation("ENA_G2toL2_L")

kAM.FreeAnimation("ENA_G3toL1_S")
kAM.FreeAnimation("ENA_G3toL1_M")
kAM.FreeAnimation("ENA_G3toL1_L")

# Large animations
# Tactical Movement
kAM.FreeAnimation("ENA_stand_t_l")
kAM.FreeAnimation("ENA_seated_t_l")
kAM.FreeAnimation("ENA_seatedm_t_l")
kAM.FreeAnimation("ENA_face_capt_t")
kAM.FreeAnimation("ENA_chair_T_face_capt")
kAM.FreeAnimation("ENA_face_capt_t_reverse")
kAM.FreeAnimation("ENA_chair_T_face_capt_reverse")
kAM.FreeAnimation("ENA_hit_t")

# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_A.NIF", "ENA_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_B.NIF", "ENA_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_C.NIF", "ENA_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_D.NIF", "ENA_T_pushing_buttons_D")

# Tactical Talking to other stations
kAM.FreeAnimation("EB_T_Talk_to_H_L")
kAM.FreeAnimation("EB_T_Talk_to_G2_L")
kAM.FreeAnimation("EB_T_Talk_to_G3_L")

kAM.FreeAnimation("EB_T_Talk_fin_H_L")
kAM.FreeAnimation("EB_T_Talk_fin_G2_L")
kAM.FreeAnimation("EB_T_Talk_fin_G3_L")


return
Whatever knocks us back, can only make us stronger.

Offline KrrKs

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Re: old ent-A bridge
« Reply #53 on: June 07, 2009, 05:08:49 PM »
Well, to place the Vievscreen I would try placing the ... .SetTranslate... after this:
   # Load the viewscreen and set it up specially with SetViewScreen()
   pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
   pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")


But no Garanties, as there seems to be no "p.Viewscreen.addToSet" which I would think to be there.

On the Camera, did I understand you right that
def GetBaseCameraPosition():

did adjust the zoom Level? Thats strange!
Anyway As you might guess  :) I have no experience in Bridge modding so.... naja.

Offline MLeo

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Re: old ent-A bridge
« Reply #54 on: June 07, 2009, 05:22:53 PM »
Baz, this is just code, you can invoke any method that you would want to.


Personally, I would simply add the line pViewScreen.SetTranslateXYZ(0,0,0) after:
Code: [Select]
pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")
It is important that you add the line (somewhere) after the first line mentioned above, since pViewScreen does not exist before that point.
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 baz1701

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Re: old ent-A bridge
« Reply #55 on: June 07, 2009, 06:07:39 PM »
OK, I still do not have a screen unless I take heavy fire and the bridge shakes.

Am I right in thinking X= left and right, Y = up and down and Z = forward and back.

I the camera set to X=0 Y=0 and Z=0?
Whatever knocks us back, can only make us stronger.

Offline MLeo

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Re: old ent-A bridge
« Reply #56 on: June 07, 2009, 06:21:38 PM »
Could you elaborate on how you can only see the viewscreen under heavy fire? Do you mean that StaticFX kicks in?
You could try and put in another viewscreen from another set just to make sure you didn't accidently forgot some setting on the model/export for the viewscreen.

Also, a viewscreen must not have anything behind it, otherwise it won't work.

About the XYZ, yeah, sounds right.

You generally set the camera where the captain is going to be (eye height).
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 baz1701

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Re: old ent-A bridge
« Reply #57 on: June 07, 2009, 06:25:26 PM »
you may have just hit the nail on the head. There is a bulkhead beind the viewscreen

I will cut it out and re-export tomorrow. Too late tonight

Will let you know how it goes.
Whatever knocks us back, can only make us stronger.

Offline baz1701

  • Posts: 3392
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Re: old ent-A bridge
« Reply #58 on: June 08, 2009, 03:49:42 AM »
Ok, The hole has worked and now have my view screen but have lost my textures.

Does anyone know the correct export settings for the SDK Nif plugin for max 3.1? I'm just randomly trying stuff and luck out every now and then, but it does not remeber the last saved settings?
Whatever knocks us back, can only make us stronger.

Offline MLeo

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Re: old ent-A bridge
« Reply #59 on: June 08, 2009, 01:04:16 PM »
You could try your old nif, but place the viewscreen (through SetTranslateXYZ) to some place behind the bulkhead.
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.