Author Topic: Baz1701 bridge WIP  (Read 85962 times)

Offline genty

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Re: Baz1701 bridge WIP
« Reply #80 on: April 21, 2012, 06:03:10 AM »

Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #81 on: April 22, 2012, 08:14:46 AM »
That's the one, and very nice too  :thumbsup:   I know you can do the anims too, Baz, but I also know can be pain in butt and just thought could help share workload if pushed for time  :)  Plus there'll be more demand for your bridges than mine  :P

Offline King Class Scout

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Re: Baz1701 bridge WIP
« Reply #82 on: April 22, 2012, 09:25:41 AM »
uhuh...i have every stinking one of your bridges, Lurok, but only this one of baz's so far.

a long time ago, me and tiq put together an improv TE bridge retex.  i've learned a couple tricks, and I think I might do some repairs to it, now.  you and baz oughta pat yourselves on the back for that.
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Bones

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Re: Baz1701 bridge WIP
« Reply #83 on: April 22, 2012, 01:54:47 PM »
Oh, that's a nice list you've got there :D I would love to see the SSD bridge in BC :D

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #84 on: April 22, 2012, 03:51:01 PM »
I'mm having a spot of bother downloading Bones bridge!

Quote
Your DLC (download code): 350026949269113 has expired.
Please click here to download.

The reason you are getting this error is probably because you got to Bridge Commander Files from another site. The webmaster of the site you came from (http://bridgecommander.filefront.com/file/Generations_Enterprise_B_bridge;94926) has obviously not been linking to our files properly.

Sorry for the inconvenience!


The Bridge Commander Files Staff


Note to Webmasters: Please link to our File Info page (http://bridgecommander.filefront.com/file/Generations_Enterprise_B_bridge;94926 for example)
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Offline JimmyB76

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Re: Baz1701 bridge WIP
« Reply #85 on: April 22, 2012, 04:15:42 PM »
strange...  i was able to dl it just right now...
try from this page: http://www.gamefront.com/files/12083258/generations_enterprise_b_bridge.rar

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #86 on: April 22, 2012, 05:11:18 PM »
Cheers jimmy. downloading now
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Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #87 on: April 22, 2012, 06:43:35 PM »
Well have bones's displays added.




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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #88 on: May 01, 2012, 04:59:00 AM »
I've PMd you on the initial Reliant test issues .  Forgot to mention would look nice darkening on red alert, so I can write up how to add gamma/normal to bridge in Max 3 if you want to do that yourself.  Very easy for someone like you.

SSD Bridge.  Lovely  :)   Here it is ingame. Not sure if wanted to do more on it?   These are just basic static positions.  Could experiment with adding more extras so all seats filled (know you can have four extras but not sure if game limit) and walks etc.  Or could just send you current scripts and you can have the fun  :D



Offline Killallewoks

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Re: Baz1701 bridge WIP
« Reply #89 on: May 01, 2012, 05:04:27 AM »
 :bow:

All we need now is an SSD to go with it...

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #90 on: May 01, 2012, 05:28:05 AM »
Looking good my friend. I'm more than happy to let you run with the scripting and animating if you like to trick it out.

Just glad you got it working. Does Walk FX work all the way to the back of the corridor?
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #91 on: May 01, 2012, 05:35:56 AM »
You know what...I haven't tried that yet  :eek   WalkFx gets a little 'sticky' as you negotiate the stairs down from catwalk, but I assume you can walk all way to back.  Was just concentrating on getting ingame with figures.  

EDIT:  here's view from rear. You can walk all way to back but viewscreen goes crazy about halfway down. 




If you do any more work on both or either bridges, can you send me your max(both versions) files as well?  Will help re: anims.

Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #92 on: May 01, 2012, 11:25:05 AM »
ADDING GAMMA/NORMAL TO BRIDGE MODEL (gives bridge darkening effect at red alert)
Just before export nif in Max3: create two dummy helpers, name one Normal, the other Gamma. Select all parts of bridge you want to make dark (I usually select everything except maybe light and lcars). Click on the Link button in menu (looks like a magnet). You can then either select Normal from drop-down menu, or drag the selected parts to the Normal dummy (you'll see stretchy lines converging on dummy) and release when it higlights.  Then click (or menu select) Normal dummy and repeat same process linking it to the Gamma dummy.  You can test you have right result by going into Edit/ Select By Name and in Select Objects box menu ticking display subtree.  You should see a hierarchy then with Gamma at top, then Normal and bridge parts you selected under Normal. You can export nif ok with helpers un-hidden but I usually hide them first.  If you get weird seat/liftdoors flipping off effect ingame (I got that on a few bridges), just unlink from Normal. It means they won't darken but not end of world.
(edited to clarify)

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #93 on: May 01, 2012, 11:52:38 AM »
I'll send you the max files once I have rejiged the stations. Why are the walls blue?
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Offline King Class Scout

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Re: Baz1701 bridge WIP
« Reply #94 on: May 01, 2012, 11:59:34 AM »
somebody put those darkening switch at red alert directions in with tutorials, or something.
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Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Shadowknight1

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Re: Baz1701 bridge WIP
« Reply #95 on: May 01, 2012, 01:29:46 PM »
All that SSD bridge needs is a Darth Vader standing at the window.  Though I expect that would unnerve the crew.

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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #96 on: May 02, 2012, 05:23:52 AM »
I'll send you the max files once I have rejiged the stations. Why are the walls blue?
You know what?  Hadn't noticed  :)  Figured something wrong so reinstalled textures from rar and all OK.  Looks like when I batch resized to 512, program did something skewy with colours. I've unchecked the naughty option, so pic below is all your original textures resized to 512 with no colour correction issues.



RE:  SSD Bridge - are there are any doors?  If no, I'll just try some loop walks.

somebody put those darkening switch at red alert directions in with tutorials, or something.
That was just a quickie outline for Baz. If anyone else wants tute, I'll write up a proper one with pics.

Offline baz1701

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Re: Baz1701 bridge WIP
« Reply #97 on: May 02, 2012, 05:43:54 AM »
Reliant looks much better.

There are not working doors on the SSD bridge, just figured it was big enough already.

There are two textured doors one at the very back leading to another corridor and on at the base of the stairs leading to Vaders meditation chamber.

As for the crew.
The enlisted crew wear crew jump suits.

Junior officers

Senior officers

And here is the rank guide.
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Offline Lurok91

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Re: Baz1701 bridge WIP
« Reply #98 on: May 02, 2012, 05:55:03 AM »
Reliant looks much better.
Well, looks as should and same as your pics couple of pages back, lol  :D  At least figured out what colour issue was and will await your rejig.

There are not working doors on the SSD bridge, just figured it was big enough already.
Okey-doke. Just let me know if change mind and put anim doors in.  Thanks for SW pics - very useful  :thumbsup:

Offline tiqhud

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Re: Baz1701 bridge WIP
« Reply #99 on: May 02, 2012, 08:20:41 AM »
Ive asked Bones if he can retexture to make a bridge crew, got majority of scripting sett, for the bridge crew, these pics will come in very handy for him.

Bones an Lurok , I sent you and bone- a link to the SWuniforms work [Ive done at least Mite Help, its just basically the file structure]
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