Author Topic: Baz1701 bridge WIP  (Read 19292 times)

Offline Bones

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Re: Baz1701 bridge WIP
« Reply #60 on: December 12, 2011, 03:17:28 PM »
I dunno ... not that the new lightmapping is wrong or something ... this bridge always looked a little bit too grey for me... just looking at pictures from TMP, TWOK and TSF (althou lighting in this one is different in almost every scene) but in most scenes, walls appears to be beige / light brown.

change that and you have it perfect :D

as for now, it's cookie time !

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #61 on: December 29, 2011, 05:26:16 PM »
Most of the light mapping bugs sorted.
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Offline Bones

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Re: Baz1701 bridge WIP
« Reply #62 on: December 29, 2011, 05:45:30 PM »
Now I feel like I'm watchin ST2 :) really nice !

Offline tiqhud

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Re: Baz1701 bridge WIP
« Reply #63 on: December 29, 2011, 06:05:34 PM »
nice B
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #64 on: December 30, 2011, 05:20:04 AM »
Congrats on lm fix  :thumbsup:  Looking forward to (poss?) re-release...  (nice crew btw  ;))

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #65 on: December 30, 2011, 07:19:59 PM »
Crew looks great mate, thought the helms woman has no eyes.

Anyway the next phase in this project is ready to be baked and sent to Max 3 for conversion and animation.
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #66 on: December 31, 2011, 05:12:30 AM »
Crew looks great mate, thought the helms woman has no eyes.

I noticed that  :)   Valeris does have eyes; they're called 'romulan_face' or something similar and should be in the main TMP folder (not in female face or bodies).  If you find the tga is in wrong folder or not there, just drag any one you find with that name into the main TMP folder and should fix prob.  

Are you going to try for red alert state too?   Do you want bridge darkening look (which is done in max 3 with gamma and normal dummies),  or are you going for red-tga mapswaps?  

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #67 on: January 01, 2012, 08:34:26 AM »
First post of the new year and here is a working Reliant bridge. Just need to sort the extras out as they are from the Enterprise.

Not sure on the alert changes at present.
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Offline WileyCoyote

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Re: Baz1701 bridge WIP
« Reply #68 on: January 01, 2012, 11:19:20 AM »
Where's the override? THE OVERRIDE!!

Looking nice.  :D
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #69 on: January 09, 2012, 06:30:59 PM »
Ok Been working back on the connie bridge. Have done the red alert maps but there are two problems.

At green alert the roof is screwed and at red alert the helm is screwed?






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Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #70 on: January 09, 2012, 06:58:24 PM »
Well, that's...odd.

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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #71 on: January 10, 2012, 05:58:42 AM »
Gah! I've had that helm problem plenty times and it's a real pain.  What I've narrowed it down to is issue arises when have two textures/meshes with similar names. I assume you're map-swapping via bridge autoload script?   Check in there and see if there's two similar named helm items. Could be: helm console and helm chair, or similar.  If that's the case, you need to rename one of them.  What I do now is go back to max 3 model and rename mesh property as well as texture/tga and re-export.  

PS: I must send you Valeris' eyes  :facepalm:  Have pm'd you.

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #72 on: January 11, 2012, 05:59:27 PM »
OK all Red Alert mapping issues sorted. I have dumped the Blue colour scheme for yellow alert and decided to stick to the Yellow alert from TWOK which is no colour change.

This has been sent out to beta testers so fingers crossed a release will follow shortly.







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Offline Phoenix Bondi

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Re: Baz1701 bridge WIP
« Reply #73 on: January 12, 2012, 10:41:05 AM »
Great work as always Baz 9/10 *Minus 1 as its not a new tos bridge lol*

Offline Bones

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Re: Baz1701 bridge WIP
« Reply #74 on: January 12, 2012, 05:56:21 PM »
and you seem to have outdated damage control station display ... I clearly remember I made new along with all the rest displays... if you don't have'em, I just need to pack it up and dropbox it for ya ;)

New lighting looks great !

Offline Bren

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Re: Baz1701 bridge WIP
« Reply #75 on: January 12, 2012, 08:39:34 PM »
Oh man, this is giving me serious nostalgia kicks for Star Trek: Starfleet Academy, the PC game that preceeded Klingon Academy.

Gorgeous, sumptuously atmospheric work, Baz! And high-res screenshots! Huzzah! Did you get a new PC from Santa?
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Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #76 on: January 12, 2012, 11:56:25 PM »
Great work on this Baz!

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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #77 on: January 16, 2012, 04:16:00 AM »
I have enough feedback to send the TWOK bridge out for release tonight.

I will have 512 textures in the main install, but I will also include 1024 for those with super computers.

The reason for this is, when going to red alert not all the textures swap properly if you have highly detailed ships loaded.

Thanks to the beta team and special thanks to Lurok for sorting out the Generations Bridge script issue and for the 512 textures.
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #78 on: April 21, 2012, 04:49:14 AM »
Well the current state of my bridges are: -

Superstar destroyer abandoned (might resurect latter)

Relient - in game just need to sort of the extras animation and intergrate the revised Twok scripts to avoid the Generations bridge problems.

ST3 bridge - As with Reliant all in game but having script issues deleting unwated main crew members.

Ent-B bridge is all modelled and textured just needs my own Lcars since it is currently using 3rd Eras and have no permission to use them in a final release.

The JJBridge now has a roof but little else has changed since my last post on it.

I figure at some point Jimmy would chastise us for spamming the vray tutorial thread  :P so hope you don't mind me moving this here.   

Didn't Bones do some textures/LCARS for Ent B bridge?

Sounds like best thing could help with would be anims and scripts. Once you've got bridge meshes as you want them, you can send me a copy and I can use those for anims.  One good thing to come out of SP Mod is got to experiment with doing those combi-anims, you know, the walk/sitdown ones.

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #79 on: April 21, 2012, 05:58:49 AM »
Thanks for the offer.

Bones has given me permission to use his just having trouble finding them on BC-files.

If any one can link the bridge with the textures in I can have them bridge ready for light mapping.
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