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BC Forums => BC Bridge Modding => Topic started by: CDR_Daxian on December 13, 2010, 11:32:47 PM

Title: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 13, 2010, 11:32:47 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 14, 2010, 05:09:48 AM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 14, 2010, 07:35:07 AM
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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Vedic on December 14, 2010, 06:23:25 PM
use the print screen button, then open up paint, save in there (as a png) then upload them as an attachment on here.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 14, 2010, 06:27:36 PM
save as jpeg plz :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 14, 2010, 06:42:35 PM
thanks for the how to

here they are.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Vedic on December 14, 2010, 06:46:51 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 14, 2010, 06:49:39 PM
 :hithead:

I found a problem with the sideconsole display LCARS

attempting to correct it.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 14, 2010, 06:52:09 PM
*thread cleared*
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 14, 2010, 09:50:24 PM
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)

Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Vedic on December 14, 2010, 11:31:02 PM
I can see Star Fleet ASD, getting an angry letting for un-comfy seats.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Lurok91 on December 15, 2010, 12:32:48 AM
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.   
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 15, 2010, 09:04:35 AM
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)

Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: eclipse74569 on December 15, 2010, 12:43:46 PM
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! :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 15, 2010, 07:45:06 PM
here they are

my first in-game, (wow am i that much of a novice?)

Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 08:21:20 AM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: 007bashir on December 16, 2010, 08:50:09 AM
looks great ( :thumbsup:), but know we need a new charleston class (i think i have to learn to model).
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 16, 2010, 09:12:41 AM
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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Lurok91 on December 16, 2010, 10:45:39 AM
Agree with Bones  :)    Have another cookie
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 16, 2010, 05:28:28 PM
cookie?

i am not familiar about that.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: ACES_HIGH on December 16, 2010, 05:37:44 PM
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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 05:38:48 PM
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. ???
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: ACES_HIGH on December 16, 2010, 05:39:27 PM
I thought it was 250, and I just noticed that we don't seem to have ranks anymore :(
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 05:43:15 PM
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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 16, 2010, 05:43:35 PM
i had planned to make some sounds for it

would that put the file into the "bridge plugin" section?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 05:49:29 PM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 16, 2010, 05:55:29 PM
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?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 05:59:35 PM
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 ...
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 16, 2010, 06:02:25 PM
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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 06:06:42 PM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 16, 2010, 06:27:31 PM
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...
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 06:37:46 PM
not anymore...  i changed it yesterday so anyone who posts once can give someone else a cookie...
ONCE !!!???   :yay: awesom Jimmy :P
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: ACES_HIGH on December 16, 2010, 06:41:02 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 16, 2010, 07:01:42 PM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 06:29:26 PM
charleston class bridge now comes with it's own loading screen

thanks guys.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones on December 17, 2010, 06:49:10 PM
Another step taken ;) keep it up  :thumbsup:
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 17, 2010, 07:03:51 PM
*thread cleaned*
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 07:07:39 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 on December 17, 2010, 07:18:53 PM
most bridge crew push air buttons lol  or they just sit there looking ahead...
stupid damn BC animations...
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 07:20:54 PM
well that's true, but: they're pushing air buttons that are close to their stations, saffi's not even pushing near her's
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian 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....
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Bones 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
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 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...
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 08:01:53 PM
cut out of the loading screen
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 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...
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 08:17:28 PM
done, next

how do i rename the bridge

ingame plugin name, and script
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 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?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 17, 2010, 08:22:21 PM
i've changed the XO animations from EB to DB, nothing other than that
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: JimmyB76 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...  :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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")
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Lurok91 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  :)

Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 18, 2010, 01:36:58 PM
thanks, and i'll modify the other post.
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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?
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian 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
###############################################################################
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: Lurok91 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:
Title: Re: Charleston Class Bridge, Generations Bridge Re-texture
Post by: CDR_Daxian on December 18, 2010, 03:22:48 PM
synchronizing now
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 18, 2010, 03:25:28 PM
file names match...

should i try inserting the script, and loading it in BC?
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: Lurok91 on December 18, 2010, 03:46:52 PM
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. 
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 18, 2010, 04:03:19 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 18, 2010, 06:22:11 PM
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.
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 18, 2010, 10:53:06 PM
it's been approved

again, thanks for all your help!

 :) :D ;) :P :funny :dance :yay: :drink2: :drink3:

Captain_Daxian
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: Lurok91 on December 19, 2010, 03:49:27 AM
How have you packaged download?   RAR seems to include something called a qsp file which unfamiliar with, but no textures.
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 19, 2010, 10:16:26 AM
oh no!! :facepalm:

i didn't compile it as an executable file, re-uploading.
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: Lurok91 on December 19, 2010, 11:02:25 AM
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.  :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: JimmyB76 on December 19, 2010, 12:52:01 PM
CDR_Daxian - in the future, rather than double or triple post, please user the "Modify" button to edit your previous post...


thx :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: CDR_Daxian on December 19, 2010, 03:38:35 PM
sorry if it's caused an annoyance, i'm new and i don't quite have the hang of this :facepalm: :hithead:
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: JimmyB76 on December 19, 2010, 03:50:37 PM
no worries :)
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: Bones on December 19, 2010, 05:14:03 PM
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 ;)
Title: Re: Charleston Class Bridge, Generations Bridge Re-work
Post by: -L B- on January 28, 2011, 05:48:01 PM
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.