Author Topic: Runabout - BETA release  (Read 16579 times)

Offline Morgan

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Re: Runabout - BETA release
« Reply #100 on: November 13, 2010, 11:57:39 PM »
Lurok your Runabout sets look awesome I can't wait to try them out.  I've been waiting for these sets for months  :D

Question:  On the late version do you have the rear transporter modeled in or just the door?  Just curious not trying to nitpick...

Offline leemason

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Re: Runabout - BETA release
« Reply #101 on: November 14, 2010, 02:27:06 AM »
Lurko I cannot wait to test this. I think this was the first thread you started :funny

Offline Villain

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Re: Runabout - BETA release
« Reply #102 on: November 14, 2010, 05:44:02 AM »
I've actually been a little distracted as of late and haven't been really active, though I have actually done a bit fo work on the rear cabin. I'll post some updates when I'm around next!


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Offline Lurok91

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Re: Runabout - BETA release
« Reply #103 on: November 14, 2010, 06:27:03 AM »
I've actually been a little distracted as of late and haven't been really active, though I have actually done a bit fo work on the rear cabin. I'll post some updates when I'm around next!

Look forward to it  :)  Like I said, no real rush unless you're inspired to have ready  :)

Lurok your Runabout sets look awesome I can't wait to try them out.  I've been waiting for these sets for months  :D

Question:  On the late version do you have the rear transporter modeled in or just the door?  Just curious not trying to nitpick...

Just the door  :(

by regulars youd beter be including me!  :D :thumbsup:

but seriously there look awsome, only nitpick, the blue around the windows is too blue, it should be a lighter, more metalic sky blue, ill see what i can do with that HUE wise.

The blue comes from the lightmap.  But by all means experiment.  That's what beta testing for.  :)

Offline flarespire

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Re: Runabout - BETA release
« Reply #104 on: November 14, 2010, 06:39:04 AM »
i sure will.

Offline hobbs

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Re: Runabout - BETA release
« Reply #105 on: November 14, 2010, 06:53:24 AM »
i'd love to beta test this! you are well talented dude!  :bow:
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Offline flarespire

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Re: Runabout - BETA release
« Reply #106 on: November 14, 2010, 07:15:26 AM »
ok only nitpick before i have even tested them, i think both NIF's should be scripted so they can be chosen from the bridge menu, so like early DS9 runabout bridge and late runabout bridge are both options, but these do look promising XD

Offline JimmyB76

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Re: Runabout - BETA release
« Reply #107 on: November 14, 2010, 08:59:42 AM »
i think both NIF's should be scripted so they can be chosen from the bridge menu, so like early DS9 runabout bridge and late runabout bridge are both options
how exactly do you mean?

Offline flarespire

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Re: Runabout - BETA release
« Reply #108 on: November 14, 2010, 10:38:26 AM »
you know when you select a bridge for a ship, well have it scripted so it has multiple runabout bridge options which use the different NIF's so you could have an option for the season 5-7 bridge and an option for the season 1-4 bridge, but you dont have to replace the NIF file of one to use the other, to put it basically, make them seperate bridges which use the same textures and animations....

Offline hobbs

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Re: Runabout - BETA release
« Reply #109 on: November 14, 2010, 10:50:41 AM »
Beta test report H1 (hobbs1)

a problem i have is the bridge loads in i see brex then it crashes. to get this far i need to resize the lcars. some were 2048.
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Offline flarespire

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Re: Runabout - BETA release
« Reply #110 on: November 14, 2010, 10:53:08 AM »
ive also taken the liberty of colour correcting, aligning and making the "canon" fanboys happy by changing textures, ill upload some screenies in a bit ok lurok?

Offline hobbs

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Re: Runabout - BETA release
« Reply #111 on: November 14, 2010, 11:56:54 AM »
Beta test report H1 (hobbs1)

a problem i have is the bridge loads in i see brex then it crashes. to get this far i need to resize the lcars. some were 2048.

can you help me get it working
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Offline leemason

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Re: Runabout - BETA release
« Reply #112 on: November 14, 2010, 12:40:54 PM »
Ok the bridge works fine full crew members, however a small problem with two crew script, miguel is hiding low down by his console but this would be a simple fix to adjust the script. Hobbs have you got the type 11 cockpit installed on your bc install? the saffi charactor uses the postion script from this bridge hope this helps.

Offline Morgan

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Re: Runabout - BETA release
« Reply #113 on: November 14, 2010, 01:13:13 PM »
No problems on my end, but a couple suggestions (hope they don't come off nit-picky):

1:  As with Leemason, I would recommend adjusting Miguel's position and/or animation, his arms are going a bit far into the console (I know a lot of characters on a lot of bridges suffer from this, but Miguel's here looks a bit more extreme than normal).

2:  The lower center LCARS display (circled) would look a lot better (and more canon) if it was centered and a bit larger

Offline Lurok91

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Re: Runabout - BETA release
« Reply #114 on: November 14, 2010, 01:41:17 PM »
No problems on my end, but a couple suggestions (hope they don't come off nit-picky):

1:  As with Leemason, I would recommend adjusting Miguel's position and/or animation, his arms are going a bit far into the console (I know a lot of characters on a lot of bridges suffer from this, but Miguel's here looks a bit more extreme than normal).

2:  The lower center LCARS display (circled) would look a lot better (and more canon) if it was centered and a bit larger

Good points Nero  :)

1.  Yeah, was never happy with the T11 anims (and quite a few other bridges, lol)  but until now rescripting was only option and limited.  Now Baz and I are moving on creating new anims,  I'm making a start on new Runabout anims which will hopefully get around those positioning probs.
2.  Again,  yes a wee bit on small side.  Though actually the positioning is canon to a few eps of DS9 (noticed on screencaps  :)).

But added to list of to-dos...

Offline hobbs

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Re: Runabout - BETA release
« Reply #115 on: November 14, 2010, 02:51:34 PM »
yes i have type 11 cockpit and its patch (lol i read the read me) still cant get it working.

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Offline flarespire

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Re: Runabout - BETA release
« Reply #116 on: November 14, 2010, 06:19:56 PM »
hobbs, it sounds like the graphics config of bridge commander is causing an issue, try fiddling around with it.

lurok ive sent you a link to something that may help on this wip.

Offline Lurok91

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Re: Runabout - BETA release
« Reply #117 on: November 15, 2010, 08:49:52 AM »
So I've doing some major revisions on bridge.   Mainly small fixes on textures etc,  but key one has been new crew anims so now better placed.   Although better positioned, still  a prob with Brex/Miguel hand anims.  Because small characters,  current BC  'keyboard anims'  still tend to dip into consoles  while other anims  just look silly (hands waving in air).  Unless I can find alt anims in BC,  only solution will be to create new custom small hand anims.

At present not planning on animating chair moves.  If did, would only be Brex/Miguel,  and to be honest hardly worth it.

However, Nero gave me idea for late version runabout  so have remodelled rear of mesh with additional section to include transporter in back.   :)

@Hobbs - hope someone can help with your probs  :)

EDIT:  Miguel/Brex hand positions now fixed.

Offline tiqhud

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Re: Runabout - BETA release
« Reply #118 on: November 15, 2010, 09:05:23 AM »
Minor report, before install

In \Data\Icons there is a folder 'LoadingScreens' with nothing there
Also there is an 'Animations' folder with nothing there. both in the zip and unzip.
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Offline Lurok91

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Re: Runabout - BETA release
« Reply #119 on: November 15, 2010, 10:07:08 AM »
Minor report, before install

In \Data\Icons there is a folder 'LoadingScreens' with nothing there

The original T11 didn't have a loading screen afaik.  If anyone knows different, please let me know  :)

Also there is an 'Animations' folder with nothing there. both in the zip and unzip.

v1 will have brand new anims.  Didn't include in beta as testers prob had old T11 anims already.