Author Topic: Runabout - BETA release  (Read 16553 times)

Offline baz1701

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Re: Runabout - BETA release
« Reply #120 on: November 15, 2010, 10:39:31 AM »
Glad to see you have working animations. I had the same button pusing problems so I animated each character with the following animatons: -

Stand - static seated position
Seated - As above.
Turn to captain - figure turns to face captain ( hand move to rested position)
Chair turn to captain - As above
turn to captain reverse - figure turns back to seated position
push buttons A - I created a static seated pose at 0 and 80 keyframe and then just moved the hands and head at random invervals. This will give you a nice loop.
Push button B - As above just mixed up the intervals.
Push button C - As above just mixed up the intervals.
Push button D - As above just mixed up the intervals.

Hope this helps.
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Offline tiqhud

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Re: Runabout - BETA release
« Reply #121 on: November 15, 2010, 10:58:04 AM »
Looks good and your right I has T11, already.

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.

file structure appears well [other than above-not needed in final zip]

 All textures working/included?
Yes
Looks very good, I am loading all crew [default]


 Is the plugin suitable? If not, explain why.
looks pretty good

=======================================================================================

 Do the sound effects work? If not, please report which don't.
YES
like the way some LCARs change, when going to red alert

=====================================================================================================



 Bad points.
ambient sounds are bit High, and also in Amar [forgot to mention]
ambient sound , should be present, but not main.


TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
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Offline Lurok91

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Re: Runabout - BETA release
« Reply #122 on: November 15, 2010, 12:00:12 PM »
Bad points.
ambient sounds are bit High, and also in Amar [forgot to mention]
ambient sound , should be present, but not main.

Thanks as always tiq, and always good to see ingame pics with orig crew models.

Re: ambient sound, if there's consensus will lower.  Assume you know volume controlled in autoload script?   As well as main control panel.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)

Code: [Select]
},
"bridgeSound": {
"AmbBridge": {"volume": 0.5,"file": "sfx/Shuttles/amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/green.wav", "group": "BridgeGeneric"},

Offline tiqhud

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Re: Runabout - BETA release
« Reply #123 on: November 15, 2010, 01:41:17 PM »
Thanks as always tiq, and always good to see ingame pics with orig crew models.

Re: ambient sound, if there's consensus will lower.  Assume you know volume controlled in autoload script?   As well as main control panel.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)

Code: [Select]
},
"bridgeSound": {
"AmbBridge": {"volume": 0.5,"file": "sfx/Shuttles/amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/green.wav", "group": "BridgeGeneric"},
Yes, I had lowered the sound
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline JimmyB76

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Re: Runabout - BETA release
« Reply #124 on: November 15, 2010, 02:08:06 PM »
Re: ambient sound, if there's consensus will lower.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)
that would be the best way to go, as most people play with background music (either their own or the game's)...
if anyone wants to change the value to less than 1.0, let them do that on their own - but i would release it at 1.0 if it were me...

Offline Morgan

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Re: Runabout - BETA release
« Reply #125 on: November 15, 2010, 02:47:43 PM »
You're off to a great start on the rear transporter compartment.  Just a couple nits (being the perfectionist I am):  The transporter looked centered in the room in your pics, it should be against the wall with two small doors on each side for entrance/egress (since the door likely wont be functional, you could probably get away with just texturing them on the wall).  That center door where its at now should be the blue transport graphic.  Also a suggestion, I saw in "Change of Heart" that on each side of the transporter were a couple of phaser rifles, so if you feel like it they might be cool little details to add.  Also attaching a couple screenshots of the LCARS in back I found that may be helpful.  Keep up the good work...
that would be the best way to go, as most people play with background music (either their own or the game's)...
if anyone wants to change the value to less than 1.0, let them do that on their own - but i would release it at 1.0 if it were me...
I have most of mine set to 0.6 and that seems to work well for me...

Offline flarespire

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Re: Runabout - BETA release
« Reply #126 on: November 15, 2010, 02:57:09 PM »
i just hope the whole interior eventually gets made as a bridge, seeing as that would end up equalling the poly count of the BC EBridge plus what was added to it in KM, if my calculations are correct.

Offline Lurok91

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Re: Runabout - BETA release
« Reply #127 on: November 15, 2010, 02:58:29 PM »
Very helpful pics, N.    Can't quite get orientation.  Any pics (or schematics) that show more detail?   But I think get gist...transporter up against back wall?  And I assume those lcars panels are on side walls?    :)

As for phaser rifles...hmmm. Think might be a bit much for me, lol.  If anyone's got a low-poly mesh I'll happily include.  

Offline flarespire

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Re: Runabout - BETA release
« Reply #128 on: November 15, 2010, 02:59:58 PM »
ill see if i can get a low poly First Contact one/ get one modeled by a mate, and what sis you think of the texture adaptations i sent you?
lemme know in a pm ok?

Offline Morgan

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Re: Runabout - BETA release
« Reply #129 on: November 15, 2010, 03:56:24 PM »
Any pics (or schematics) that show more detail
If there are I haven't found them yet, DS9 didn't show the transporter compartment in very much detail, but I'll keep looking.

Quote
And I assume those lcars panels are on side walls?
Correct.

Quote
As for phaser rifles...hmmm. Think might be a bit much for me, lol.  If anyone's got a low-poly mesh I'll happily include.
No worries, lol, just a small detail that may have been cool but other than that I'm not worried about it.  :)

EDIT:  Don't know if these will give you the sense of orientation you were talking about, but just incase...

Offline Lurok91

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Re: Runabout - BETA release
« Reply #130 on: November 15, 2010, 04:49:02 PM »
Thanks for extra pics  :)   They really help, and think got orientation now.  I'll make changes when get a mo and post pics. 

Jadzia was lovely, wasn't she?

Offline Morgan

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Re: Runabout - BETA release
« Reply #131 on: November 15, 2010, 05:19:26 PM »
Jadzia was lovely, wasn't she?
Yes she was. Damn Terry Farrell for leaving DS9 to do Becker... :argh:

Offline Lurok91

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Re: Runabout - BETA release
« Reply #132 on: November 16, 2010, 02:50:27 PM »
First attempt at change to laterun rear.  

Still fiddling with minor tweaks to improve but more or less done.  No more suggestions/nitpicks please unless it's significantly helpful (like Nero noticing the rear section was different and providing canon references/sources).  And yes, I am aware of errors....just haven't got round to fixing yet.  Working to own schedule and method.   Once model released people can alter textures to hearts content  :)

Offline Morgan

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Re: Runabout - BETA release
« Reply #133 on: November 16, 2010, 07:28:39 PM »
It's looking top notch Lurok I'm anxious to give this new version a go.  I see you were able to extrapolate (or find pix) of the rest of the transporter LCARS, awesome work  :yay:

Offline Lurok91

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Re: Runabout - BETA release
« Reply #134 on: November 16, 2010, 08:38:50 PM »
Watched CoHeart and extrapolated  :)   But really appreciated initial lead.  I'll send you new version asap.  

As well as new scripts etc also changed a couple of anim lcars to make slightly more canon (using ds9 tech manual).  Guess one could tweak this ad infinitum which is why Christmas deadline useful.  Currently playing with rearsection lightmaps, and floor and ceiling lightmaps.   But probably 99% ready for release...


Offline Morgan

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Re: Runabout - BETA release
« Reply #135 on: November 17, 2010, 02:28:05 PM »
I just gave the new beta a quick run.  New animations looked good for the most part and so did most everything else.  The only things I see (most of which are minor and easily fixable) would be that:

1.  The back wall of the transporter needs some black filling in around the right edge (circled below)

2.  I'd suggest rotating Brex a hair to the left, so as his arm isn't coming through the seat.  Miguel doesn't suffer from this problem so you could probably reference from his script.

3.  This one is weird, at first I though it was just a mapping error, but after looking at the model in nif skope it looks like part of the top frame of the doorway is transparent (circled to show what I mean)  :idk:

Those things aside, this is a great set, just a couple of minor kinks to get out...

Offline Lurok91

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Re: Runabout - BETA release
« Reply #136 on: November 17, 2010, 06:40:57 PM »
1. Easy - done.

2. It's not rotation that's issue...it's jerky nature of bipeds/anims in BC.  As compromise I'll shift chairs back a bit, but that'll be best can do.

3. That's the last thing I'm going to be doing   :)

Thread now closed until further news and/or official release. Thanks for all contributions so far.