Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: CDR_Daxian on December 13, 2010, 11:32:47 PM
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the Charleston class is my favorite ship that i can call up on bcfiles, so i made a bridge (retexture) for it.
I did a lot of work re-designing the LCARS (I used a SOV/EXCAL mix) and re-textured the doors, chairs, floor, turbolifts, running lights, alert status panels, and still working on it.
this took the better part of three weeks
no reflections though
i'll have screenshots shortly
it's a lot of :banghead: work for me since i'm only a beginnner.
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I'm looking forward to see the results ;)
No reflections needed, they are afterall fake reflections that remain static when you move and that kinda ruins thole effect for me :P
I's always good to see new bridges ;)
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in the future, it might be best to hold off until you have screenshots ready before creating a new thread, but we'll let it slide this time lol j/k :P
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use the print screen button, then open up paint, save in there (as a png) then upload them as an attachment on here.
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save as jpeg plz :)
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thanks for the how to
here they are.
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thanks for the how to
here they are.
No problem. On your bridge, It kinda just looks like an slightly altered Galaxy, if the page i read about this class is it official description, then this isn't a very Admiraly Bridge. But nice job never less.
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:hithead:
I found a problem with the sideconsole display LCARS
attempting to correct it.
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*thread cleared*
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fixed a number of bugs in the texutures :yay: :dance :funny :woot:
now here's a number of screenshots on the updated version
(after a lot of :bitch: :banghead: with my computer over the format)
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I can see Star Fleet ASD, getting an angry letting for un-comfy seats.
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Not bad if your first retexture :). Can see you've been trying new things, which is always good.
I assume those aren't ingame shots as no crew? Are all the screnshots taken at red alert state or green alert? Bridge should look different in both.
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they're taken from model property editor, which makes the redalert panels light up, but the status panels stay at green alert
I know, for some reason print screen doesn't work on my computer.
the chairs are supposed to be grey vinyl (not sure how to spell)
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they're taken from model property editor, which makes the redalert panels light up, but the status panels stay at green alert
I know, for some reason print screen doesn't work on my computer.
the chairs are supposed to be grey vinyl (not sure how to spell)
You got it! (the spelling)
I like it so far...just waiting on ingame shots :). And they should be in your screenshot folder in the Bridge commander directory. They'll be in BMP Format, if you need help in converting let us know! :)
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here they are
my first in-game, (wow am i that much of a novice?)
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LCARS need some more work to them but right now I love that cosyness of the bridge, especially in red alert mode :) big thumbs up :thumbsup:! and, there, your first cookie ;)
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looks great ( :thumbsup:), but know we need a new charleston class (i think i have to learn to model).
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looks great ( :thumbsup:), but know we need a new charleston class (i think i have to learn to model).
if anyone happens to make one I'll be happy to update the bridge diagrams
(with their permission of course)
i figured since they're are only a few actual bridge models out there, why not re-texture them for other ships
sure it's annoying to keep converting and placing and sizing (very repetitive work), but in the end it's worth it
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Agree with Bones :) Have another cookie
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cookie?
i am not familiar about that.
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cookies are the Karma points on this forum, anyone with the rank of Captain or higher can hand them out for good work or whatever.
this looks pretty good, hopefully you can get your internet issues fixed soon so you can send it into BCfiles.
+1 cookie
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cookies are the Karma points on this forum, anyone with the rank of Captain or higher can hand them out for good work or whatever.
this looks pretty good, hopefully you can get your internet issues fixed soon so you can send it into BCfiles.
+1 cookie
ah, you beat me to it :P
wasn't it 50 posts to give cookies btw. ???
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I thought it was 250, and I just noticed that we don't seem to have ranks anymore :(
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yeah we do have 'em ... we do in PM's or profile overlook :P and it's still 50 posts until you can give cookies :P
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i had planned to make some sounds for it
would that put the file into the "bridge plugin" section?
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yeah you can change whatever sounds you want via Scripts\Custom\Autoload\(pluginName) file for example TNGMirandaBridge.py ;) on the bottom there is a set of sounds directories, you can change them to whatever you want ;)
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one thing i've noticed on the the gen galaxy is that the turbolifts don't open, no one comes onto the bridge. any way to change that?
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it might be that Mark didn't put anims to it, never noticed that tho :P I was always too much occupied with orders during battle :P I guess you can't change it now without scripting new animations ...
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ok
i just noticed that in the sfx folder, there's a sound called "dbdoor.wav" which would be the door sound
just seemed a little awkward that's all
in the process of making new sounds
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don't worry, everything will seem awkward at the beginning ;) just get to know the structure of BC, how it works, how works bridge or ship plugins, modding will become so much easier for ya ;)
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and it's still 50 posts until you can give cookies :P
not anymore... i changed it yesterday so anyone who posts once can give someone else a cookie...
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not anymore... i changed it yesterday so anyone who posts once can give someone else a cookie...
ONCE !!!??? :yay: awesom Jimmy :P
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it might be that Mark didn't put anims to it, never noticed that tho :P I was always too much occupied with orders during battle :P I guess you can't change it now without scripting new animations ...
probably the same reason extras are disabled on the stock galaxy bridge, that ramp causes trouble with the animations.
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oh well it's animations that ussualy keeps bridges out of release afterall ;) I bet Mark had to cut the extras to BP GOLd extras instead of full BC potential (animation included) to get it ever released ;)
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charleston class bridge now comes with it's own loading screen
thanks guys.
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Another step taken ;) keep it up :thumbsup:
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*thread cleaned*
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for those of you who have this bridge, ever notice that saffi's pushing invisible buttons
apparently mark used Ebridge animations, so i took some from Dbridge and overwrote the old ones.
there's another bug fix in what in this bridge.
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most bridge crew push air buttons lol or they just sit there looking ahead...
stupid damn BC animations...
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well that's true, but: they're pushing air buttons that are close to their stations, saffi's not even pushing near her's
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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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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
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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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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...
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cut out of the loading screen
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cut out of the loading screen
then i should probably change the topic name right, or what do i do?
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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...
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done, next
how do i rename the bridge
ingame plugin name, and script
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thread name wasnt changed lol
as far as the bridge, have you changed any scripts? or just the tgas in the data folder?
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i've changed the XO animations from EB to DB, nothing other than that
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i'm wondering how to change the name and make it work with the sfx and data.
anything on that?
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ya it is easy...
if you can upload what youve done already, it can be explained how to make it a separate bridge... :)
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the only thing i changed was this
galaxyrefitbridge.py
#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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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...
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.
'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.
"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.
"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 :)
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thanks, and i'll modify the other post.
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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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done changing directories
heres the autoload part
-alert status panel textures
'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)
"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/
##############################################################################
# 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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okay, renamed the py script in scripts/bridge/
##############################################################################
# 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:
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synchronizing now
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file names match...
should i try inserting the script, and loading it in BC?
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file names match...
should i try inserting the script, and loading it in BC?
As long as you've done all you've said above, and looked for any errors as per my post, go ahead. When testing new bridges, worthwhile running BC in testmode. Instructions here: http://bc-central.net/forums/index.php/topic,57.msg407.html#msg407 (http://bc-central.net/forums/index.php/topic,57.msg407.html#msg407) Invaluable, because if you get a BSOD/error, it can point you to what causing error.
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success! :funny :dance :yay: :drink2: :drink3:
though the sounds didn't load, that's because i forgot to save the autoload py once i changed the name of the sfx
re-loading.
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done!
i compiled it into an installer and submitted it to bcfiles
thanks for all your help :) :D ;) :P :funny :dance :yay:
and for all of you ship modders, if you make another charleston class, i'll re-do my diagrams with your (permission of course)
Captain_Daxian.
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it's been approved
again, thanks for all your help!
:) :D ;) :P :funny :dance :yay: :drink2: :drink3:
Captain_Daxian
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How have you packaged download? RAR seems to include something called a qsp file which unfamiliar with, but no textures.
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oh no!! :facepalm:
i didn't compile it as an executable file, re-uploading.
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My advice for future would be to save everything in (namedproject) folder along with readme and screenshots then make a ZIP. Seems format people have least problem with, and unless it's a hugely large file probably easiest in compression. :)
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CDR_Daxian - in the future, rather than double or triple post, please user the "Modify" button to edit your previous post...
thx :)
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sorry if it's caused an annoyance, i'm new and i don't quite have the hang of this :facepalm: :hithead:
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no worries :)
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sorry if it's caused an annoyance, i'm new and i don't quite have the hang of this :facepalm: :hithead:
We all were beginners once ;) My first mod had several hardpoint problems, no sounds and almost got kicked from BCFiles due to missing names in readme :P so no worries dude ;)
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I still think this is one beauty of a ship, and I love the Galaxy style bridge. It is not uncommon for Starfleet to use the same bridge module on multiple ships =)
I can see that it is getting a bit "dated" however, the polygon restrictions of the time played a part in that.