Author Topic: Charleston Class Bridge, Generations Bridge Re-work  (Read 4998 times)

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-work
« Reply #40 on: December 17, 2010, 07:23:03 PM »
contemplating whether to put this as a seperate bridge, I've fixed some of the anim's

maybe I'll do more....
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Offline Bones

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #41 on: December 17, 2010, 07:27:15 PM »
oh just don't bother with saffi :P she's doing it all the time (either nothing or pretending to do something productive :P ) :funny

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #42 on: December 17, 2010, 07:32:24 PM »
i think that we can all agree that saffi's a real thickskull when it comes to moderation in bridge social activities

but i changed because it looks wierd (even for saffi)
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Offline JimmyB76

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #43 on: December 17, 2010, 07:48:45 PM »
contemplating whether to put this as a seperate bridge, I've fixed some of the anim's
id do that anyway, rather than overwrite the stock gen gal bridge...
this way here, everyone can have both...

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #44 on: December 17, 2010, 08:01:53 PM »
cut out of the loading screen
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Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #45 on: December 17, 2010, 08:07:16 PM »
cut out of the loading screen

then i should probably change the topic name right, or what do i do?
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Offline JimmyB76

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #46 on: December 17, 2010, 08:12:54 PM »
to change the thread name, simply click "Modify" on your first post and change the subject line :)
every post after this will contain the new thread title...

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #47 on: December 17, 2010, 08:17:28 PM »
done, next

how do i rename the bridge

ingame plugin name, and script
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Offline JimmyB76

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #48 on: December 17, 2010, 08:18:36 PM »
thread name wasnt changed lol

as far as the bridge, have you changed any scripts?  or just the tgas in the data folder?

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #49 on: December 17, 2010, 08:22:21 PM »
i've changed the XO animations from EB to DB, nothing other than that
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Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #50 on: December 18, 2010, 01:48:04 AM »
i'm wondering how to change the name and make it work with the sfx and data.

anything on that?
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Offline JimmyB76

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #51 on: December 18, 2010, 09:51:09 AM »
ya it is easy... 
if you can upload what youve done already, it can be explained how to make it a separate bridge...  :)

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #52 on: December 18, 2010, 12:14:58 PM »
the only thing i changed was this
galaxyrefitbridge.py




Code: [Select]
#Commander interaction
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_A.NIF",

"DB_C_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_B.NIF",

"DB_C_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_C.NIF",

"DB_C_pushing_buttons_seated_C")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_D.NIF",

"DB_C_pushing_buttons_seated_D")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_E.NIF",

"DB_C_pushing_buttons_seated_E")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_F.NIF",

"DB_C_pushing_buttons_seated_F")
kAM.LoadAnimation ("data/animations/DB_C_pushing_buttons_G.NIF",

"DB_C_pushing_buttons_seated_G")

kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_A.NIF",

"DB_X_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_B.NIF",

"DB_X_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_C.NIF",

"DB_X_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_D.NIF",

"DB_X_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_E.NIF",

"DB_X_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_F.NIF",

"DB_X_pushing_buttons_F")
kAM.LoadAnimation ("data/animations/DB_X_pushing_buttons_G.NIF",

"DB_X_pushing_buttons_G")

# XO Talking to other stations
kAM.LoadAnimation ("data/animations/DB_C_Talk_E_M.NIF",

"DB_C_Talk_E_M")
kAM.LoadAnimation ("data/animations/DB_C_Talk_G2_M.NIF",

"DB_C_Talk_G2_M")
kAM.LoadAnimation ("data/animations/DB_C_Talk_G3_M.NIF",

"DB_C_Talk_G3_M")
kAM.LoadAnimation ("data/animations/DB_C_Talk_TH_M.NIF",

"DB_C_Talk_TH_M")
kAM.LoadAnimation ("data/animations/DB_C_Talk_S_M.NIF",

"DB_C_Talk_S_M")
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Offline Lurok91

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #53 on: December 18, 2010, 01:29:34 PM »
I started out doing retextures so appreciate process you're going through  :)    Couple of hopefully helpful notes:

if you've got a big script (like a bridge one above)  probably best to upload as an attachment (BC accepts .py files)  rather than use up forum space.  Anyone interested can easily download.

If you just want to show a small section of a script,  use the code (# hash) option in area above smileys.   Click on hash, and copy and paste/inserty your section of script.  It'll show up nice and green in a little box.  

If packaging up a bridge retexture,  checklist the following:  

Data folder - Animations (if a stock KM or BC bridge, chances are people have already but no harm including);  Models/Sets/(bridge) - check all textures included in high folder usually,  nif and viewscreen.  Unless retexture of stock bridge and warn about overwriting, best to give bridge folder new name (e.g. Charleston Bridge);    Icons/LoadingScreens - new loading screen if made one.  

Scripts folder - Bridge/Characters.  Again, probably best to give new bridge unique name so doesn't overwrite.  As long as haven't changed Character scripts (eg, galFelix, etc)  best to include and will overwrite.   But if made changes best to give new name.  If new name, check bridge script links to new character script.  If made any changes to animations (liftdoors, crew, hand or walk animations),  check changes are reflected in bridge script;   Custom/Autoload /bridge name -  I think this is crucial script, where things can go wrong.    Make sure py has unique name (eg. CharlestonBridge)  then in script make sure 1) bridge  has unique mutator name - bridge name that shows up in QB menu -  followed by 2) name of scripts/bridge script...

Code: [Select]
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('GalaxyRefit', 'GalaxyRefitBridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ]
 

If just retexturing, chances are won't have changed 'locations'.    If probably  changed 'maps',  make sure autoload script points to new bridge set folder.

Code: [Select]
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"},
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': [1, {1: 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state03.tga', 2: 'data/Models/Sets/Galaxy/black.tga',}]},
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state01.tga'},

Sounds.  Again, if haven't changed leaves as.  But if made made new bridge sounds folder in sfx make sure autoload scripts points to it.  

Code: [Select]
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/gengal/dbdoor.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 1.0,"file": "sfx/gengal/dbamb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbklaxton.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbyellow.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbgreen.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenoff.wav", "group": "BridgeGeneric"}

Finally, loading screen.  If changed,  make sure autoload script points to new loading screen.

Code: [Select]
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )

Word of caution:  the autoload script can be a tricky thing and indentation/syntax is very important or you may get the dreaded BSOD.  Even one comma out of place can spell  DOOOOM.    Best way to proceed is take the base script you're working from (for Charleston bridge that would be  'GalaxyRefitBridge' autoload script)  and copy/replace any relevant changes.  If you try and create new script from scratch it could lead to all sorts of problems  :eek

Hope that covers the bases.   PM me or post here if can help with anything else  :)


Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #54 on: December 18, 2010, 01:36:58 PM »
thanks, and i'll modify the other post.
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Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #55 on: December 18, 2010, 01:47:13 PM »
the writing in the # marks, do they have something to do with the python script, or is it re-working/general info for the script?
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Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #56 on: December 18, 2010, 02:20:42 PM »
done changing directories

heres the autoload part

-alert status panel textures

Code: [Select]
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-

state01"},
'GreenMaps':{'g_imp_pannels-state01':

'data/Models/Sets/Renaissance-II/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01':

'data/Models/Sets/Renaissance-II/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': [1, {1:

'data/Models/Sets/Renaissance-II/High/g_imp_pannels-state03.tga', 2:

'data/Models/Sets/Galaxy/black.tga',}]},
'NormalMaps':{'g_imp_pannels-state01':

'data/Models/Sets/Renaissance-II/High/g_imp_pannels-state01.tga'},
},

-autoload sfx (loading screen's in there too)

Code: [Select]
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.3,"file":

"sfx/Ren-II/rnii-amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-yellow.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-green.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-viewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file":

"sfx/Ren-II/rnii-viewscreenoff.wav", "group": "BridgeGeneric"}
},
"LoadingScreen": "data/Icons/LoadingScreens/RenIILoading.tga",
} )

okay, renamed the py script in scripts/bridge/

Code: [Select]
##############################################################################
# Filename: charlestonbridge.py
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the galaxy class bridge.
# It is only called by LoadBridge.Initialize("galaxybridge"), so don't
# call these functions directly
#
# Created: 12/18/10 - Captain_Daxian
###############################################################################
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Offline Lurok91

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #57 on: December 18, 2010, 03:14:46 PM »
okay, renamed the py script in scripts/bridge/

Code: [Select]
##############################################################################
# Filename: charlestonbridge.py
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the galaxy class bridge.
# It is only called by LoadBridge.Initialize("galaxybridge"), so don't
# call these functions directly
#
# Created: 12/18/10 - Captain_Daxian
###############################################################################

Anything within or next to  hash marks isn't that important as not utilised by script...just there for us/for instruction.    The important bit about renaming is making sure the name you give the actual bridge py file matches the name in ' ' in  autoload script.   And it's case and punctuation sensitive - so if one has caps or spaces and other doesn't, won't work  :hithead:

Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-texture
« Reply #58 on: December 18, 2010, 03:22:48 PM »
synchronizing now
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Offline CDR_Daxian

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Re: Charleston Class Bridge, Generations Bridge Re-work
« Reply #59 on: December 18, 2010, 03:25:28 PM »
file names match...

should i try inserting the script, and loading it in BC?
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