Author Topic: old ent-A bridge  (Read 20161 times)

Offline baz1701

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Re: old ent-A bridge
« Reply #60 on: June 08, 2009, 05:10:45 PM »
I have the view screen working after playing with Max3.1 so more.

Also have the camera in the right place.

Just need to figure out which script and line is responcible for the crews x,y,z's
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Offline MLeo

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Re: old ent-A bridge
« Reply #61 on: June 08, 2009, 05:36:28 PM »
In the bridge plugin (that you created to get it in game, found in scripts/Custom/Autoload) you have (or should have) a locations key in the last parameter dictionary.
Then for each key you can add a third value, in which you can put any code acting on a variable named "pCharacter", you can do multiple actions by adding ; after each command (what you normally would do on seperate lines). You can use your trusty SetTranslateXYZ.

But I believe the normal approach is to add points in your model, with names, that you then use in your character files (that you call through ConfigureCharacters in the bridge file (the one in scripts/Bridge)).
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...

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Offline baz1701

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Re: old ent-A bridge
« Reply #62 on: June 08, 2009, 06:15:23 PM »
ok I've manged to swap the nav and helm crew to the right sides. but no matter how extreme I get with the XYZ nothing else moves?
Code: [Select]
# ENAeraction
pENAFelix.AddRandomAnimation("Bridge.Characters.ENALargeAnimations.ENATConsoleInteraction",App.CharacterClass.SITTING_ONLY, -25, 0)

# So the mission builders can force the call
pENAFelix.AddAnimation("PushingButtons", "Bridge.Characters.ENALargeAnimations.ENATConsoleInteraction")

# Hit animations
#pENAFelix.AddAnimation("ENATacticalHit", "Bridge.Characters.ENALargeAnimations.ENATHit")
#pENAFelix.AddAnimation("ENATacticalHitHard", "Bridge.Characters.ENALargeAnimations.ENATHitHard")
pENAFelix.AddAnimation("ENATacticalReactLeft", "Bridge.Characters.CommonAnimations.ReactLeft")
pENAFelix.AddAnimation("ENATacticalReactRight", "Bridge.Characters.CommonAnimations.ReactRight")

# Add common animations.
AddCommonAnimations(pENAFelix)

pENAFelix.SetLocation("Chair nav")
pENAFelix.SetStanding(0)
# pENAFelix.AddPositionZoom("Chair nav", 1.0, "Tactical")
pENAFelix.AddPositionZoom("Chair nav", 1.0)
# pENAFelix.SetLookAtAdj(0, 0, 10)
# kDebugObj.Print("Finished configuring Felix")

The navigators chair in the nif is called chair nav.
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Offline MLeo

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Re: old ent-A bridge
« Reply #63 on: June 16, 2009, 05:19:21 PM »
Put an # infront of the SetLocation part, that might help.
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 #64 on: June 29, 2009, 03:47:27 PM »
I've been playing with this for over an hour with no joy.

Is there a script somewhere that defines the Tactical, Helm, XO positions for a bridge?
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Offline JimmyB76

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Re: old ent-A bridge
« Reply #65 on: June 29, 2009, 06:51:38 PM »
have you tried combing thru BCU's old Bridge forum?
http://bridgecommander.3dactionplanet.gamespy.com/phpBB/viewforum.php?f=37
there may or may not info helpful...

as far as station definitions, arent they directly set up in the bridge nif itself?  (not sure, personally tho)

Offline MLeo

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Re: old ent-A bridge
« Reply #66 on: June 29, 2009, 06:56:49 PM »
There are (as I believe said before) several places where this could be defined.
The bridge model (through SetLocation on the character), the animation, SetTranslateXYZ, just to name a few, animations/SetLocation will fix the character to a spot.
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 #67 on: June 30, 2009, 09:18:14 AM »
Ok thanks I've looked at the link and will play with it tonight.

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Offline baz1701

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Re: old ent-A bridge
« Reply #68 on: July 01, 2009, 08:20:21 AM »
Ok still not having much luck with moving the stock crew about.

In the mean time (since I can only work on the scripts at home) I have started to rebuild several parts of the bridge.

The seats will all be in the same positions so the new mesh will work with the current Nifs scripts when done.
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Offline baz1701

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Re: old ent-A bridge
« Reply #69 on: July 01, 2009, 04:48:25 PM »
Ok some questions I hope may solve some of my problems.

The Link Mleo posted did point me in the right direction. In one thread it looks as if someone managed to do what I'm after but there is steps missing.

Code: [Select]
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m', 'pCharacter.SetAngleAxisRotation(a,x,y,z);pCharacter.SetTranslateXYZ(-9.5,0.5,0.5)'],
First off where would I find IntHelm?  is it the same as the
Code: [Select]
oundation.BridgeDef('Enterprise Refit', 'EnterpriseRefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'ENAHelm': [ 'data/animations/ENA_stand_h_m.nif', 'ENA_stand_h_m' ],

I have tried to edit this line with the new code but no effect.

Do I need to add a Dummy to the bridge and link it to Helm chair? If so is ENAHelm the name of the dummy or the chair? I have tried to import the Ent-A bridge into Max but all the names vanish and I can not see any dummys in there.

I feel once this problem is solved the rest should be all downhill (he saids with fingers crossed).
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Offline MLeo

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Re: old ent-A bridge
« Reply #70 on: July 01, 2009, 06:30:27 PM »
ENAHelm is in this case (if memory serves) a location based on an animation.

I'm currently not entirely sure (might be the time of day), but I believe Sean has been seen the last couple of days, you could try PM-ing him.
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 #71 on: July 16, 2009, 04:00:35 AM »
I'm officially killing off my TMP bridge project since there is too little information regarding the in-game setup.

I have asked for advise but little is forth comming. It is a shame as it so close to being finished in game.

Please don't take this as a rant, it is not. I have spent 5 hours on it yesterday trying to move the crew (adding dummy's and script changes) but I got no where.

Thank you to those that have helped, and good luck to those of you who are still working on bridges.

I'll stick to ships for now.
Whatever knocks us back, can only make us stronger.

Offline Lurok91

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Re: old ent-A bridge
« Reply #72 on: February 26, 2010, 09:31:37 AM »
Back at BCC after time abroad.  Hope I may have helped Baz with crew problem, or at least resurrected hope bridge might complete some day  :)

Offline baz1701

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Re: old ent-A bridge
« Reply #73 on: February 28, 2010, 07:36:32 AM »
I'm having some slight problems with the revamped scripts.

QB loads fine but after about 10 seconds of being on the bridge it crashes to desktop.

I've tried a console report no joy.

It has worked ok for Lurok91, so it must be something I'm missing. Even tried on a fresh install with only KM1 added.
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Offline baz1701

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Re: old ent-A bridge
« Reply #74 on: March 02, 2010, 03:45:03 AM »
Ok problems solved. I needed the Generations Galaxy bridge.

Now it works in game with people sat in the proper seats I will work on revamping the model.
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Offline Bones

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Re: old ent-A bridge
« Reply #75 on: March 02, 2010, 03:49:00 AM »
Hey Baz as promised I have brand new 100% canon displays with 5 frames animation cycle, still interested ? ;)

Offline baz1701

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Re: old ent-A bridge
« Reply #76 on: March 02, 2010, 03:53:58 AM »
oh yes send them my way.

I'm not setting a time scale for this one a I am really starting the model frow scratch.
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Offline baz1701

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Re: old ent-A bridge
« Reply #77 on: March 02, 2010, 11:04:27 AM »
Feel I should show you guys Lurok91 hard work.
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Offline CptBenSisko

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Re: old ent-A bridge
« Reply #78 on: March 02, 2010, 12:16:56 PM »
It maybe a little late now...but I feel the chairs could use some work...they don't angle enough going down toward the seat..and the arms should also be angled outward more and have more drastic angles to them..

Offline baz1701

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Re: old ent-A bridge
« Reply #79 on: March 02, 2010, 03:47:55 PM »
I'm going to rebuild everything, just keep the positions where they currently are.
Whatever knocks us back, can only make us stronger.