Author Topic: TWOK bridge - Release xmas 2010  (Read 14523 times)

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #180 on: December 12, 2010, 02:43:55 PM »
Saffi is now uhura. still needs works

Does anyone know how to get the extras to change uniforms or bodies?
Whatever knocks us back, can only make us stronger.

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Re: TWOK bridge - Betas closed
« Reply #181 on: December 12, 2010, 04:45:07 PM »
Should just be the same as you're using for main crew:

Code: [Select]
def CreateCharacter(pSet):
# kDebugObj.Print("Creating MaleExtra2")

if (pSet.GetObject("MaleExtra2") != None):
return(App.CharacterClass_Cast(pSet.GetObject("MaleExtra2")))

CharacterPaths.UpdatePaths()
# Create the character
App.g_kModelManager.LoadModel(CharacterPaths.g_pcBodyNIFPath + "BodyMaleM/BodyMaleM.nif", "Bip01")
App.g_kModelManager.LoadModel(CharacterPaths.g_pcHeadNIFPath + "HeadMiguel/Miguel_head.nif", None)
pMaleExtra2 = App.CharacterClass_Create(CharacterPaths.g_pcBodyNIFPath + "BodyMaleM/BodyMaleM.nif", CharacterPaths.g_pcHeadNIFPath + "HeadMiguel/Miguel_head.nif")
pMaleExtra2.ReplaceBodyAndHead(CharacterPaths.g_pcBodyTexPath + "BodyMaleM/FedGold_body.tga", CharacterPaths.g_pcHeadTexPath + "HeadMiguel/Male_ensignB_head.tga")

Assume you're creating separate TMP scripts (e.g,  TMPSaffi, TMPMaleExtra1, etc)  and TMP Crew mutator to activate?   That would be easiest way to go  :)


Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #182 on: December 12, 2010, 05:54:34 PM »
Thanks lurok think I've got it.

Though the boddies still need work.
Whatever knocks us back, can only make us stronger.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TWOK bridge - Betas closed
« Reply #183 on: December 13, 2010, 08:07:51 AM »
Wait ... isn't she a bit uhmmm big ? :P

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #184 on: December 13, 2010, 08:25:30 AM »
yeah funny that, the wife said the same lol. I intend to give her a boob job. If you notice from the max renders above she is not so...big

At the moment other than a small helm texture fix the bridge is good to go and will be uploaded for Xmas.

The crew add on will be a seperate mod.

Anyway started Miguel's Spock head lunch time.
Whatever knocks us back, can only make us stronger.

Offline Picky

  • http://img529.imageshack.us/i/pickyngm.png/
  • Posts: 151
  • Cookies: 26
Re: TWOK bridge - Betas closed
« Reply #185 on: December 13, 2010, 08:42:47 AM »
Really well done!
Well, the "Bud Spencer's size" crew is very good if your ship is boarded! What would say an assault team of romulans seeing a crew of enormous people?  :funny
Only one thing, can I give you a suggestion?
For the arms, I would try to adjust the bones' envelops, if you are using Gmax or 3DMax: try to make the influence of the bones softer in corrispondence of the elbow. Don't take these suggestions as an offense, your work is excellent! :)

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #186 on: December 13, 2010, 09:01:52 AM »
I fear I have to adjust the model. As the animation nifs will have different envolelops to the model.

Just need a few extra polys here and there.
Whatever knocks us back, can only make us stronger.

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: TWOK bridge - Betas closed
« Reply #187 on: December 13, 2010, 03:07:11 PM »
Wait ... isn't she a bit uhmmm big ? :P
well, it is Kirstie Alley after all...
havent you seen her lately? :P

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TWOK bridge - Betas closed
« Reply #188 on: December 13, 2010, 03:15:40 PM »
yeah, well she certainly IS bigger since TWOK :P

Offline Shadowknight1

  • Posts: 1684
  • Cookies: 71
  • Star Trek Into Darkness
Re: TWOK bridge - Betas closed
« Reply #189 on: December 13, 2010, 08:27:41 PM »
well, it is Kirstie Alley after all...
havent you seen her lately? :P

Ohhhhhhhhhhhhhhhhh, low blow. :P

To Boldly Go...Again.

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #190 on: December 15, 2010, 08:11:01 AM »
Spock now finished.
Whatever knocks us back, can only make us stronger.

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Betas closed
« Reply #191 on: December 20, 2010, 04:24:29 AM »
Ok, I intend to get the small helm alert issue sorted tonight and upload for xmas release.

As mentioned the crew add on will follow at a later date. Not sure people want it so it maybe dropped.
Whatever knocks us back, can only make us stronger.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TWOK bridge - Release xmas 2010
« Reply #192 on: December 20, 2010, 04:35:24 AM »
I'll upload updated textures later today ;)

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Release xmas 2010
« Reply #193 on: December 21, 2010, 06:59:22 PM »
Got them and added in.

OK this one is uploaded for Christmas day, enjoy my friends.
Whatever knocks us back, can only make us stronger.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TWOK bridge - Release xmas 2010
« Reply #194 on: December 21, 2010, 07:06:28 PM »
you know ... this is a historical moment, a bridge the BCC community (as well as BCU) have waited since the beginning of modding have finally been uploaded to BCF and will be available for everyone in few days... CONGRATULATIONS Baz  :thumbsup: what's more you and Lurok both have broke through the toughest part of BC modding ... in other words :

YOU DID IT !!!! :yay: :bow: :yay: :bow: :yay: :bow:

coookiezzzzz to both Baz and Lurok - heroes of BC Bridge modding !!!!!!!!!!

Offline Joshmaul

  • Lunatic with a Starship
  • Posts: 727
  • Cookies: 8
  • A Mind Without Purpose Will Walk in Dark Places
Re: TWOK bridge - Release xmas 2010
« Reply #195 on: December 21, 2010, 09:07:58 PM »
I second Bones' comments, and I thank you for giving me the chance to test this beauty. I look forward to playing it fully when I blow up some Klingon bastards with the Connie. *grin*
"If one does as God does enough times, one will become as God is." - Dr. Hannibal Lecter

Offline FekLeyr Targ

  • DS9FX Team
  • Posts: 490
  • Cookies: 537
Re: TWOK bridge - Release xmas 2010
« Reply #196 on: December 22, 2010, 01:28:07 AM »
This makes me looking forward to christmas. :yay:
TaH pagh, Tah be.

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Release xmas 2010
« Reply #197 on: December 22, 2010, 03:16:18 PM »
One last update to note. Luckly there was a submision problem as I noticed that the helm alert colour problem was still present. This has now been fixed and a new nif has been uploaded.
Whatever knocks us back, can only make us stronger.

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: TWOK bridge - Release xmas 2010
« Reply #198 on: December 22, 2010, 04:01:10 PM »
oh f***  :facepalm: I forgot to say that I only replaced those old displays on normal alert status, didn't touched yellow and red maps  :eek

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: TWOK bridge - Release xmas 2010
« Reply #199 on: December 22, 2010, 04:03:04 PM »
Well I'm sure there is a will be a update in the future. Besides if your on red of yellow alert you have not got time to stare at the displays. :P
Whatever knocks us back, can only make us stronger.