Author Topic: Baz1701 bridge WIP  (Read 18470 times)

Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #40 on: July 15, 2011, 11:18:01 AM »
Well a roof to start with.

 :facepalm: I didn't even realize that it was roofless.  That would make interstellar travel...interesting.  For about five seconds.

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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #41 on: July 16, 2011, 05:51:34 PM »
Displays now all done
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Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #42 on: July 17, 2011, 03:06:06 AM »
Pretty displays.  I really like the JJ-verse's LCARS.

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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #43 on: July 17, 2011, 06:19:56 PM »
small break from the JJ bridge. Decided to light map the TWOK bridge since I neve did it the first time round.

I also built a new roof for it.
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #44 on: July 18, 2011, 02:32:22 AM »
You and your roofs, Baz... :)    Like the ambience on TWOK bridge.  Lightmapping tricky so good to see you giving it a shot...think it really adds to sets...

Offline mckinneyc

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Re: Baz1701 bridge WIP
« Reply #45 on: July 19, 2011, 04:29:55 PM »
My word!  :dance

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #46 on: July 27, 2011, 06:05:08 PM »
Ok have the bridge all self illuminated in max.

Pic 1 is the set with the max default light set to one.
Pic 2 is the set with the max default light set to zero (all the illumination coming from the bridge)

and the last 2 pics are what it looks like in game.
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Offline CyAn1d3

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Re: Baz1701 bridge WIP
« Reply #47 on: July 31, 2011, 08:27:42 PM »
spiffy!

by any chance did you get rid of that annoying seam in the roof that causes bleeding on your original release?
(smack me if this has been answered already)
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #48 on: August 01, 2011, 06:39:21 PM »
Still having light mapping problems
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Offline Bren

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Re: Baz1701 bridge WIP
« Reply #49 on: August 03, 2011, 05:21:11 PM »
Getting there, though, the lighting's nowhere near as flat as the last post.
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Offline tiqhud

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Re: Baz1701 bridge WIP
« Reply #50 on: August 03, 2011, 05:33:29 PM »
Not bad at all, what does it look like at redalert, or did I overlook it?
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #51 on: August 03, 2011, 06:25:13 PM »
Will look at red alert once green alert is sorted. :P
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Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #52 on: August 03, 2011, 07:12:47 PM »
Wish I knew anything about this stuff so I could help ya out baz.

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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #53 on: August 04, 2011, 06:50:53 PM »
PMd you I'd post here in case this info useful for others.  You were 99% on right track: just found a few problems which affected export.

1. Some of your textures weren't in folder/path Max was expecting them.  I'll be sending a script which can help with relinking missing textures, but as a general rule good idea to keep all working textures/LM in one place: I usually put them in a High folder in project folder.
2. One of your objects was expecting the wrong texture:  one called enviro5.ifl rather than enviro1.ifl.    Easy slip but always worthwhile double-checking all material names. 
3. One object had a lightmap but it wasn't rendered into ch 2, which can throw out max3 export.  Again, easy enough in material editor to doublecheck all textures have lightmaps, and channels.
4. You mentioned some black areas in lightmapped bridge.   Those are areas where light isn't really getting to them, and can be checked on UVW maps.  Solution is either to 'paint' in light on lm texture, or adjust lighting so those areas do get hit.  On pics below, I 'painted' in one liftdoor  and left other as is. 

Once sorted those issues out, BFFd to max3 then NIFd into game with red alert gamma setup.  From first pic below, your original lighting quite nice, but once you go to red alert bridge too dark (common problem I have).    I boosted all the lightmaps by half, which are remaining pictures.   Had redmaps and yellow(blue)maps from previous experiments so thought would try them so you can get a sense of how bridge will look. 

In a nutshell:  lightmapping is a drudge and pain in the a**  :)

Offline 7

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Re: Baz1701 bridge WIP
« Reply #54 on: October 27, 2011, 11:02:50 PM »
Hi im new, so i was just wondering where do i download those awesome lights for the TWOK bridge and any idea on the release of the JJ bridge???

Offline eclipse74569

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Re: Baz1701 bridge WIP
« Reply #55 on: October 27, 2011, 11:35:48 PM »
Welcome to the Boards.

As a rule it's not a good idea to ask for the release date of mods, also the modder (Baz) hasn't updated in a few months, so it's generally not a good idea to bump a thread either, when the modder has an update they will share that update with us.  And as such I'm not sure Baz has finished the TWOK bridge to my knowledge (If anyone knows different kick me :P). 

Again welcome to the boards :). And don't take my words as harsh...I was just trying to keep you informed is all :)
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #56 on: October 28, 2011, 05:05:19 AM »
Well these projects are still alive and well but back burner for now.

Watch this space. Just waiting to have more free time.
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #57 on: December 11, 2011, 06:55:34 PM »
Have been playing with light mapping again which after some help from mark has finally met with some success.

Still having issues with the security and enviromental consoles, all the steel coulored parts and all the little add ons (fire extinguisher, roof lights etc).

Will have to work on it next weekend asI'm away till then
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Offline CyAn1d3

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Re: Baz1701 bridge WIP
« Reply #58 on: December 11, 2011, 10:44:13 PM »
looking good  :thumbsup:
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #59 on: December 12, 2011, 04:45:16 AM »
Lighting's looking really good  :thumbsup:

I think the issue with the dark panels might be the way their UVWs are laid out.  Might be worthwhile checking, and if necessary re-doing those.

edit: also, if you have parts that share same material texture (e.g chrome tga on railings, chair supports etc) you need to have individual material slots for each part.  That is, material railing/chrome;  material chairsupport/chrome.   Otherwise, all the common parts will share the one generic chrome lightmap.  If you have separate material/parts slots, then each one will get it's own lightmap.