Author Topic: TWOK bridge - 07/08/2009 - characters' animations WIP  (Read 18399 times)

Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #100 on: July 27, 2009, 02:55:16 PM »
I kept thinking that the viewscreen was too high, but never mind. :P

Looking good, but will it actually work ingame?
why not ?
this bridge was done sooo many times but never really made it into the game, I think it's about time, don't ya think ? ;)

Offline CyAn1d3

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #101 on: July 27, 2009, 03:01:17 PM »
I kept thinking that the viewscreen was too high, but never mind. :P

Looking good, but will it actually work ingame?
why not ?
this bridge was done sooo many times but never really made it into the game, I think it's about time, don't ya think ? ;)

I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Shadowknight1

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #102 on: July 27, 2009, 04:07:20 PM »
Oh, I agree with that wholeheartedly, we need better Refit Connie bridges.  I was just wondering about the scripting since that's what seems to stall bridges the most.

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Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #103 on: July 27, 2009, 06:35:27 PM »
I done some research and mostly it's crew animations and lightmaping causing deadends for bridge creations, every member of 3rd Era Team will tell you these were the hardest things about new bridge modding, hopefully NG Bridges will be able to continue what 3DE Team started

Offline JimmyB76

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #104 on: July 27, 2009, 07:51:08 PM »
mostly it's crew animations and lightmaping causing deadends for bridge creations, every member of 3rd Era Team will tell you these were the hardest things about new bridge modding
thats exactly right; the scripting aspect is hardly as painful as those others...

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #105 on: July 28, 2009, 12:41:19 PM »
Ladies and Gentlemen, this bridge will work in game, but will not have a high quality (I have no experience and there are a lot of errors...  :?) . When my modeling abilities will grow I will build a new TWOK bridge with an ultra-canon model (I will start this probably in 200 - 300 years... : :wink:) until my modeling skills has increased we will use this...

Now the update: I begun lightmaps, it isn't so difficult but I have to check that every single light is precisely in its place, only a millimeter of error could change the scene  :?.
I lighmapped the doors and the floor, as you will see, and now I'm working on the seats. A question: can I not lightmap the walls? I tried but they turned to a very  dark color (near black).

Offline CyAn1d3

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #106 on: July 28, 2009, 12:51:41 PM »
O_o

...... gawjess... just gawjess..
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #107 on: July 28, 2009, 12:58:23 PM »
Now the update: I begun lightmaps, it isn't so difficult but I have to check that every single light is precisely in its place, only a millimeter of error could change the scene  :?.

Photomanipulation works the same way - one little mistake screws up the whole image.

As for not being high quality - you sell yourself too short, my friend. You've done a fantastic job - far better than I can do, I have about as much modeling capability as a two-year-old with a jar of Play-Doh - and look on the bright side: We're finally getting a TWOK bridge for Bridge Commander. Rest on your well-deserved laurels. :)
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Offline pano27

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #108 on: July 30, 2009, 09:20:23 AM »
i dont know man, shes lookin pretty good to me. i guess the thing to see would be what it looks like when you change alert status.you dont want it to black out like a dirty nightclub when you go to red alert.

still cant wait to run it in game when shes ready,you need a tester im in

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #109 on: July 30, 2009, 12:47:02 PM »
For the red alert status I was thinking to the canon red light, but I don't know how make this effect... But now I have to concentrate on lightmaps: I tried different combinations of lights and I think we are near to the final one (the last three screenshots), but I have to make those lights higher (the rail shadow is now as if the lights were on the floor!  :?). But this is easy to adjust. The rear wall is lightmapped (without strage rail shadow, obviously!).

EDIT: the panels have now 100% selfillumination and the keypads 50%, I think it is more realistic (powerful lights on LCARS, medium on keypads)

Enjoy

Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #110 on: July 30, 2009, 03:19:23 PM »
hmmm, I see one black display... strange cuz I thought I've done whole coverage  :?

other than that lookin good :D I wonder if it's possible to recreate red alert ambient light from TMP/TWOK/TSFS

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #111 on: July 30, 2009, 06:26:52 PM »
Would it work something like, say, the light changes on the Galaxy-class bridge (the one that got included in KM1.0, which I'm sure is not the stock Galaxy bridge...then again, I've had so many mods put in, I dunno what the stock IS anymore) or the bridge of the Pegasus?
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Offline Aeries

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #112 on: July 30, 2009, 06:45:26 PM »
hmmm, I see one black display... strange cuz I thought I've done whole coverage  :?

other than that lookin good :D I wonder if it's possible to recreate red alert ambient light from TMP/TWOK/TSFS

It was done for the BOP bridge. Would be epic to see for the TWOK. Will the TWOK, btw, be getting damage textures or no?

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #113 on: July 30, 2009, 07:34:39 PM »
It was done for the BOP bridge.

It was? I have that one and I didn't notice any light changes...is there a new one?
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Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #114 on: July 30, 2009, 08:17:33 PM »
that depends if Picky will manage to remap the bridge the way ent-A bridge is mapped then yes I could burn walls a bit ;)
and about Bop I think I've seen it being red but that was in CTU bridge retextures pack I think and Bop bridge was whole red

Offline Joshmaul

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #115 on: July 30, 2009, 11:37:41 PM »
For the battle-damaged version, were you planning a "This Console Under Computer Control" screen for...about 75% of the monitors on the bridge? *laughs*
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Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #116 on: July 31, 2009, 03:30:04 AM »
not actually... that was planned for TSFS version (red science station honey-comb display, more green displays on comm station and whole engineerind, security/aux etc. covered with 'This station is under computer control' monitors. TWOK damaged would be just the same but the damage display would indicate the damage from battle and of course burned wall / turbolift doors as well as some minor burns on turbolift controls and other consoles.

Offline CyAn1d3

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #117 on: July 31, 2009, 10:30:40 AM »
which for someone of your talents shouldnt be too hard
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Bones

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #118 on: July 31, 2009, 10:46:21 AM »
that shouldn't be a problem at least on texturing side cuz I don't even have any 3d modeling software to edit bridges so the rest depends on Picky

Offline Picky

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Re: TWOK bridge - 26/07/2009 - animated maps WIP
« Reply #119 on: July 31, 2009, 12:04:56 PM »
You are right for the squared consolle: there should be a red panel similar to the tactical one (the side panel, near the seat); I will do it this evening. As for the damage retexture, I will build it once the bridge will be complete and in game working. Now I'm drawing the animated maps (it is very difficult to match all the panels in sequence!) and I found the correct lights. I spend a lot of time in clearing out the polys from all the superfluous edges... long and boring work but now the bridge (with textures) weighs 5500 k, while before it was 12000 k!
Enjoy the pictures with correct dark lighting!