Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Lurok91 on December 30, 2010, 11:44:00 AM

Title: Sean's DEFIANT PACK
Post by: Lurok91 on December 30, 2010, 11:44:00 AM
Follow-on from WIP thread:

Nearly complete and looking for beta testers.  No more than 3-4 (Nero is one).  One must have a KM-free install (please mention if do).  

Redone animations for bridge.  Deleted third extra crew (seemed too much activity, lol)  and remaining two now go to rear of bridge rather than front, which seems more canon.  And don't get in way.  

Red lights pulse at alert...will await feedback before decide if need brightening.  

Still couple of tweaks to do.

Couple of glitches:  door anims playing up and not closing when crew enter.  Have to check why.   Capt console arms and panels under helm and captain seat also pulse red. Probably because no lightmaps. Still awaiting response from Sean.  Panels not a problem but I'm sure console arms not supposed to flash  :)

(ps: I know I said no more bridge modding but I consider this finishing off existing rather than working on new  :) )
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Blackrook32 on December 30, 2010, 12:43:26 PM
Hey Lurok,

I'll toss my Beta testing hat into this. And I "definitely" don't have KM installed. Looks good from what I can see though.  -BR32
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Shadowknight1 on December 30, 2010, 01:31:28 PM
Dang, I have KM :(
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: leemason on December 30, 2010, 02:09:26 PM
As you know I have KM but I will help if you get no other takers. And I will give you a month before you give in and start another bridge  :funny. By the way you have released 10 bridges in about 6 months from start to finish does someone know if this is a record, Jimmy?
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on December 30, 2010, 02:40:40 PM
So testers are: Nero, shadowknight, leemason (all KM) and BR (non-KM).  I only need one non-KM and BR is a skilled and experienced modder/tester so will give invaluable feedback.   I'll send link asap (maybe later today).  In process of sorting out door prob but the console arms will have to hang fire until hear from Sean.  

Bear in mind this will overwrite the stock KM Defiant (v3), so make a backup first...

And I will give you a month before you give in and start another bridge  :funny. By the way you have released 10 bridges in about 6 months from start to finish does someone know if this is a record, Jimmy?

A month? Maybe  :)  I'm doodling.  Just in no hurry to crank out another one, lol.  And to be fair, majority of bridges been revamps or variations on existing.  I still haven't made one from start to finish like Baz's TWOK bridge.  So it's been easier.  
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Blackrook32 on December 30, 2010, 03:02:57 PM
So testers are: Nero, shadowknight, leemason (all KM) and BR (non-KM).  I only need one non-KM and BR is a skilled and experienced modder/tester so will give invaluable feedback.   I'll send link asap (maybe later today).  In process of sorting out door prob but the console arms will have to hang fire until hear from Sean. 

Bear in mind this will overwrite the stock KM Defiant (v3), so make a backup first...

A month? Maybe  :)  I'm doodling.  Just in no hurry to crank out another one, lol.  And to be fair, majority of bridges been revamps or variations on existing.  I still haven't made one from start to finish like Baz's TWOK bridge.  So it's been easier. 

Lurok, I maybe able to scare up another (non-KM) tester and fellow bridge fanatic.

I'll see if they are free. ;)
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Darkthunder on December 30, 2010, 03:09:30 PM
Looks pretty accurate to me. Pity BC doesn't have the same amount of "bloom" to make the white lights appear properly at red alert.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Morgan on December 30, 2010, 03:19:10 PM
No more than 3-4 (Nero is one).  One must have a KM-free install (please mention if do).
:funny Lurok you know me too well  :D

Set looks awesome from the pics.

P.S. my install is non-KM just an FYI, but if it's an issue I can always install it.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on December 30, 2010, 03:27:34 PM
Lurok, I maybe able to scare up another (non-KM) tester and fellow bridge fanatic.
I'll see if they are free. ;)

Didn't realise Nero was non-KM, but another would be fine...

Looks pretty accurate to me. Pity BC doesn't have the same amount of "bloom" to make the white lights appear properly at red alert.

Couldn't agree more, DT :-(   Isn't lighting fx ones of the things they're going to improve in Excalibur?  

:funny Lurok you know me too well  :D

Set looks awesome from the pics.

P.S. my install is non-KM just an FYI, but if it's an issue I can always install it.

Learn something new every day  :)   Always thought you were KM.  Beginning to wonder if should de-install mine but suppose got used to it. Have a clean non-mod for SP, but not the same thing.  

Still trying to sort out door open/close anims. Seems to be timing issue when extra exits and may have to redo.  But tempted to get out to beta anyway and incorporate changes with any other feedback.   Not happy with all the crew arm anims and may have to redo some of those as well.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: 007bashir on December 30, 2010, 04:35:03 PM
i have a Km install. I wouldn't mind to test the bridge.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: JimmyB76 on December 30, 2010, 05:24:08 PM
Red lights pulse at alert...will await feedback before decide if need brightening.   
why not brighten them?  theyd stand out more vibrantly id assume?  unless it would make them look too "cartoony"?

one thing i always wished to do with the defiant bridge, and i have tried, is make those big white lights on the sides of the bridge (between the consoles and above the doors and the two in the back) turn red or reddish at red/yellow alert via map swapping...  i know, it isnt canon but i think it might make the bridge look "cool" lol 
never could get that to work tho...  no big deal just a personal curiosity of mine...

one thing i notice - in the 3rd pic, there seems to be a texture glitch to the left of the viewscreen?  it's tough to tell...
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Sean on December 30, 2010, 05:42:13 PM
hi mate, looking at the pictures you have posted, doesnt seem like any of the lightmaps are appearing. Dumb question but have you checked the materials in max to make sure the LMs are set to channel 2 mapping and also ensured all objects have both channel 1 and channel mapping?

With regards to the red alert flashing, i've not used max for a while, but i believe it has something to do with the ambience/diffuse settings in material editor
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on December 30, 2010, 06:10:11 PM
why not brighten them?  theyd stand out more vibrantly id assume?  unless it would make them look too "cartoony"?

one thing i always wished to do with the defiant bridge, and i have tried, is make those big white lights on the sides of the bridge (between the consoles and above the doors and the two in the back) turn red or reddish at red/yellow alert via map swapping...  i know, it isnt canon but i think it might make the bridge look "cool" lol 
never could get that to work tho...  no big deal just a personal curiosity of mine...

one thing i notice - in the 3rd pic, there seems to be a texture glitch to the left of the viewscreen?  it's tough to tell...

Easy enough to do  :)  But will await feedback.    As for 'glitch' - don' t think so, but let' s see what testers report. 

hi mate, looking at the pictures you have posted, doesnt seem like any of the lightmaps are appearing. Dumb question but have you checked the materials in max to make sure the LMs are set to channel 2 mapping and also ensured all objects have both channel 1 and channel mapping?

With regards to the red alert flashing, i've not used max for a while, but i believe it has something to do with the ambience/diffuse settings in material editor

Hi Sean.   All the lightmaps are in place. Will check channels, but from recall all on ch2 and all there.  Had enough experience with bridge modding now to get that right  :)   The weird thing about the errors I pointed out is that they lacked lightmaps in orig model but even after adding still get that black effect.  But I'll go over the whole bridge again tomorrow.   Maybe overlooked something. 
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Bren on December 30, 2010, 09:08:00 PM
Damn! That bridge is DANGEROUSLY sexy looking! It didn't seem possible to improve upon Sean's work on this model, but you've done it!

Quote
(ps: I know I said no more bridge modding but I consider this finishing off existing rather than working on new  smile )

I don't think you'll get any objections on that front!

Quote
Bear in mind

AHHH!!! Help! There's a bear in my mind!!!!

Quote
I'm doodling.  Just in no hurry to crank out another one, lol.  And to be fair, majority of bridges been revamps or variations on existing.  I still haven't made one from start to finish like Baz's TWOK bridge.  So it's been easier.  

To be fair TO YOU, noone has ever taken the idea of modifying existing bridges and run with it the way you have. Your output is SIMPLY STAGGERING, and even moreso given how short a period, and the improvement in your skills shown in that time!

We have now got bridges in the game that we thought we'd never see, or that we thought would sit on 3E's backburner forever!

You have shown, in the BEST tradition of this community, that the impossible or very difficult is in fact very achievable, given a new mindset or a new approach. In doing so, you've reinvigorated the Bridge modding scene, long maligned in the community.

Kudos to you, sir, you are a hero to the BC community. If you stopped modding right now (and I really hope you don't!) your legendary status would be secure til the time this community falls silent.
I really believe that. You've become one of the latter day pillars of the community.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Morgan on December 30, 2010, 09:34:57 PM
Learn something new every day  :)   Always thought you were KM.  Beginning to wonder if should de-install mine but suppose got used to it.
Yup, my install is custom built from scratch.  KM is a fine mod don't get me wrong, but I prefer my own choices in terms of ships, hardpoints, projectiles, and scripts.  I've been thinking about trying out KM 2010.02, and testing this bridge may just give me an excuse to finally get off my ass and install it.  :)
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Bren on December 30, 2010, 10:11:31 PM
Just noticed one thing - the MSD on the back wall is a bit squashed, horizontally, not sure what can be done there...
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on December 31, 2010, 04:01:43 AM
Just noticed one thing - the MSD on the back wall is a bit squashed, horizontally, not sure what can be done there...

That's one of those little things been bugging me as well  :)  I'll see what testers think and will probably try and realign.  And thanks for kind words  :thumbsup:   As I said when started first bridge earlier this year, was inspired by many here like Bones and Barihawk, and appreciated early encouragement from Nero and Jimmy.  I've always liked a challenge and learning new things and this was ideal.  Plus it seemed crazy to have a great game called Bridge Commander that was actually missing some key bridges  :)  The best thing of all though has been seeing Baz get his original bridge ingame and Picky return to modding.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on December 31, 2010, 06:40:34 AM
hi mate, looking at the pictures you have posted, doesnt seem like any of the lightmaps are appearing. Dumb question but have you checked the materials in max to make sure the LMs are set to channel 2 mapping and also ensured all objects have both channel 1 and channel mapping?

With regards to the red alert flashing, i've not used max for a while, but i believe it has something to do with the ambience/diffuse settings in material editor

Double-checked and all as should be.  I never export to nif with lights, so if no working lightmaps then bridge would just be dark.  It may be you're surprised how lightmapped bridge looks ingame as compared to max render?    Anyway, still doesn't solve the big missing-lightmap problem  :)  I think you did something with the ambience/diffuse settings (which isn't really needed, imho)  on those model parts which I can't change.  I've tried deleting material, resetting, everything short of making new model but always comes out same way.   Still, I'm sure there is a solution  :banghead:
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Shadowknight1 on December 31, 2010, 04:29:11 PM
Well, I doubt there'll be any conflicts on my system, so bring it then. lol
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on January 01, 2011, 08:11:11 AM
Beta link sent.  Main bug you'll find is the black/missing texture one.  Continued to try everything but whatever I do I can't get those darned console arms to show up with texture in nif  :banghead:
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: flarespire on January 01, 2011, 10:17:30 AM
Beta link sent.  Main bug you'll find is the black/missing texture one.  Continued to try everything but whatever I do I can't get those darned console arms to show up with texture in nif  :banghead:

inver the mesh and then double side the faces, it help on a wide veriety of errors, though BC may not like double sided faces, but you can always try.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: 007bashir on January 01, 2011, 10:45:34 AM
After testing the bridge i've seen some texture problems:

The first 3 shows that the walls and floor looks very unclean

(http://)
(http://)
(http://)

and the ships dedication Plaque have some prob.

(http://)
The texture on the consoles beside captains chair arn't alinght correctly.

The texture on the con are not sharp as the rest.
(http://)

I hope i could help you with that. Beside those texture faults the bridge is great :yay:

Title: Re: Sean's DEFIANT v4 - beta testers
Post by: flarespire on January 01, 2011, 12:06:19 PM
thats just a problem with your hardware and BC's graphic settings, change the texture quality and the colour depth settings and the resolution of the game to fix it, that should work.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: 007bashir on January 01, 2011, 12:13:32 PM
Dooh  :banghead:  i must be an idiot. i set the color dept to low.

That leaves only the miss-alinght captain's console (the right one is mirrored ) and the unsharped con console.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Shadowknight1 on January 01, 2011, 12:15:57 PM
I didn't notice anything with the dedication plaque or walls and floor.

The conn could use higher res textures though. And it's not aligned quite right.  And where are the textures for the red alert thing on the helm console and the bars for the captain's consoles?  Did I just miss something? :idk:  And about the red alert lights themselves, I vote for making them brighter. :D
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Morgan on January 01, 2011, 02:37:07 PM
I noticed the dedication plaque issue.  Also something weird with the way the bridge loads the loading screen (can other beta testers confirm?).  Pics attached.

On making the red alert lights brighter, it wouldn't be the end of the world if you didn't but a hair brighter wouldn't hurt either.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: leemason on January 01, 2011, 03:05:55 PM
Lurko works great the dedication on my pc looks great stands out really well. The only problem that I feel withe ambience is the seating postion  is too low but thats an easy fix even for me so no yes I love it feels nice and compact like the defiant should.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on January 01, 2011, 05:48:34 PM
Thanks for feedback so far.   Common problems cited seem fixable.   
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Shadowknight1 on January 01, 2011, 07:17:45 PM
That viewscreen problem also occurs if the viewscreen goes static-y from damage.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Bren on January 01, 2011, 08:13:20 PM
Probably to do with the shape of the viewscreen Nif. I've noticed that you're not terribly picky about the positioning and size of the viewscreen nif. It appears to be a couple of meters inside the K'tinga bridge, and there are some slightly off-centre or odd loading screens I've noticed on other bridges that probably have something to do with it.

It's totally understandable with the shuttle bridges, and may not be something you noticed after a few of those, but it is important.

Trimming it to shape and positioning it so it fits snugly in the viewscreen fame here ought to solve this problem.

Luckily, I don't think the viewscreen Nif suffers the same problems as the bridge nif in terms of model format issues.

I was able to tinker with the Galaxy class viewscreen, even added spheres and cubes in random locations in the name of research. When the screen was "active", this just had the effect of stretching the image to cover the visible width of the nif, but the loading screens actually visibly mapped to the nif, rendering z-buffered along with the bridge geometry, rather than behind it, as with the "active" screen.

I still think you're awesome :) just a bit of friendly advice. When I get back to my own PC, I might knock up a viewscreen patch-pack for you if you like? I should get back in a few days.

EDIT

Friendly advice which, re-reading back on your responses, you're probably quite aware of...  :doh:

A further edit to say that if I'm wrong about the above, then apologies will tumble from my fingers with potentially irritating rapidity.
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Blackrook32 on January 01, 2011, 10:37:31 PM
Hi Lurok,

I just finished giving the Defiant a "once over" in my non-KM install.
I did notice a minor glitch with the animated chairs on the Bridge.

* Animated Bridge Chair Glitch: (pic attached) All the chairs are like this (in the initial upload of the bridge set) until the player call on the individual crew stations. Then the chairs correct themselves. IMHO, this is not such a bother. Just a heads up. :)

* Illumination at Yellow Alert: I know this is still a beta, but I thought I would bring this up. The besides the illumination under the helm's station (from the Captain's viewpoint). The red illumination is not visible in the fore section of the set. But, it is visible in the aft section of the bridge.

* Main Viewscreen: I've read that the other beta testers were having problems with the view screen. I noticed all so in game, the "StaticFX" was not present during active quick battle.


Besides what is mentioned above, I haven't noticed any missing textures on the Bridge set. I had no overt problems with the set in my modded install. Here are some of the mods I had in operation. None were affected by the beta test...

* BC Patch v.1.1
* DS9FX Xtended
* Galaxy Charts v.2
* NanoFX2 Beta
* GravityFX
* Bridge Core Plugin (Gold)
* EF2 Bridge Crew v.1.0.
* BCS-TNG: The Beginning
* QBAutostart v.9.1
* WalkFX
* BC: Generations (Beta)


I'll give the bridge another go, just to be sure I haven't missed anything with the viewscreen. :)

BR32

**Update**

After loading up into Quickbattle, the loading screen would fill the entire fore wall, like bren reported. Also the StaticFX suffer from the same affliction (pics attached). So it's a definite problem with the View screen. :(

I'm going to try an experiment. If it works? I'll post about it here. ;)
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on January 02, 2011, 04:28:30 AM
Damn.  Feel so guilty and must make confession.   Never really bother tinkering with viewscreens unless it's apparent problem on my install, and on most bridges haven't seen any.   However, don't use the default BC loading screens (personally find cheesy - just a generic starfield)  and have disabled staticfx.  But guess this is what testing for  :)     Am curious though that testers seeing problems that aren't present on my setup.    Esp as just aligned and replaced KM Def with new one so uses same viewscreen in same position and axis.  

Think all issues fixable.  And welcome any input, Bren.  

EDIT:  def looks like some testers having issues dependent on install.  In mine, dedication plaque and viewscreen/QB have no issues (see pics).   Any suggestions as to what may be issue welcome  :)

Have made helm lcars slightly better rez and tweaked red alerts brighter.  Afraid not going to get much brighter though as controlled by red gamma of BP plugin/nif. Not sure also why yellow alert not working (assume side red alerts should still be active?).  Is set-up in autoload script but doesn't seem to be triggering. Maybe a BP glitch.   Have also incorporated canon sounds Nero kindly sent me  :)

So only major issue to sort before release is that darned black texture prob  :bitch:
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Morgan on January 02, 2011, 09:39:58 AM
Quote from: Lurok
In mine, dedication plaque and viewscreen/QB have no issues (see pics).   Any suggestions as to what may be issue welcome
Could be issues with screen resolution, based on what I saw from 007 Bashir's post, it's possible that this problem only occurs at certain screen resolutions (both him and I are having the dedication plaque problem and our screenshots are 1024x768).  I would test at another resolution, but this is the highest my monitor will go (I've been far too lazy/broke to get a new one :doh:).  If that is the problem than the trick would be finding out why its only happening at certain resolutions, but it would at least give you a starting point.  :idk:
Title: Re: Sean's DEFIANT v4 - beta testers
Post by: Lurok91 on January 02, 2011, 09:54:06 AM
Good call Nero  :)   But still not sure prob.   Ran my KM 1.0 install at custom 1366x768 (highest my working monitor can go)  and still no issues.   So while not saying is or isn't prob, doesn't seem to be with mine whatever rez run at.   Jimmy also reported no issues so far.  

Anyway, assuming can sort out issues,  how much interest is there in Sao Paulo variant?   Here's some pics of Sean's WIP (max renders. not ingame shots).  Probably won't include purple doors (sure they're grey/more like orig doors?)  but everything else seems canon.  Just need to tweak textures and anims and add that rear console and other minor changes.
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Shadowknight1 on January 02, 2011, 12:21:27 PM
I'd like the Sao Paulo variant. :D

I hope you're able to sort out the captain's consoles.
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Morgan on January 02, 2011, 01:05:56 PM
Quote from: Lurok
Ran my KM 1.0 install at custom 1366x768 (highest my working monitor can go)  and still no issues.
Hmm...try going lower (if you haven't done so already) and see what that does.  Of course I'm not ruling out any issues on mine or Bashir's end (graphics card maybe), but better to be 100% sure...

Quote from: Lurok
how much interest is there in Sao Paulo variant?

I think the Sao Paulo version would be pretty popular, I know I'd download it  :D
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Lurok91 on January 02, 2011, 01:29:27 PM
Hmm...try going lower (if you haven't done so already) and see what that does.  Of course I'm not ruling out any issues on mine or Bashir's end (graphics card maybe), but better to be 100% sure...

As you can see from screenshots, all my tests done in 800x600 windowed mode (allowing for console reports),  so doubt rez  is issue.   But intriguing, n'est ce pas? 

As for Paulo, will start on once Def bridge issues sorted  :)
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Bren on January 02, 2011, 02:06:12 PM
BP core has a "Fix bridge jaggies" or something mutator option, I believe it just changes screen resolution when you start QB, and changes it back - not sure about how that one works, tbh, but it could be enabled for some people and disabled for those who have problems... can't say for sure.

Either way, it's happening to the plaque because it's so close to the wall. I can think of three solutions, rebuild the wall so that the plaque is part of the wall's geometry, make the plaque part of the wall's texture and remap it, or move the surface of the plaque a good bit further out from the wall.

Sao Paulo... *bounce bounce bounce* :dance
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: JimmyB76 on January 02, 2011, 02:17:13 PM
yes Sao Paulo bridge for sure!
i asked this in Sean's original thread, but i wanted to ask again here as well to see if it were still possible...
it would be cool for the sao paulo if we could whip up a new animation for the extra crew, where he/she would walk through the door onto the bridge, and walk over to the station behind the captains chair, and stand there using that console...

as far as the Defiant bridge, i have only tried it out for a few seconds just now (ill play more thoroughly later with it for deeper beta testing) - but the plaque looks just fine for me...
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Morgan on January 02, 2011, 02:24:02 PM
Quote from: Jimmy
it would be cool for the sao paulo if we could whip up a new animation for the extra crew, where he/she would walk through the door onto the bridge, and walk over to the station behind the captains chair, and stand there using that console...

That sounds like a cool idea.  Lurok, as an alternative you could always make that extra a permanent one.  :)
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Lurok91 on January 02, 2011, 02:34:15 PM
BP core has a "Fix bridge jaggies" or something mutator option, I believe it just changes screen resolution when you start QB, and changes it back - not sure about how that one works, tbh, but it could be enabled for some people and disabled for those who have problems... can't say for sure.

Either way, it's happening to the plaque because it's so close to the wall. I can think of three solutions, rebuild the wall so that the plaque is part of the wall's geometry, make the plaque part of the wall's texture and remap it, or move the surface of the plaque a good bit further out from the wall.

Maybe the testers can check this?   Loathe to change something that not affecting my bridge (or other testers) but affecting some. But will always try and find happy medium  :)   Thanks for input, Bren  :)    I guess you all know me well enough by now to know that my goal is always to make best canon/useable bridge I can.

Re: SP bridge - I will change extra anims so they come in and 'work' the SP console behind capt chair.  Is this what J/N mean?  

Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: JimmyB76 on January 02, 2011, 02:45:52 PM
I will change extra anims so they come in and 'work' the SP console behind capt chair.  Is this what J/N mean?  
thats what i was thinking...

one thing i noticed on the defiant bridge, and im not sure if it is like this on v3 currently - when the bridge doors close, they seem to slam shut really quickly; if you didnt walk out fast enough, you might be sliced in half lol
is it possible to have the speed of them closing be the same (slower) speed of them opening?
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Morgan on January 02, 2011, 02:46:36 PM
Quote from: Lurok
Re: SP bridge - I will change extra anims so they come in and 'work' the SP console behind capt chair.  Is this what J/N mean?
Got it  ;) , though as an alternative to making a new animation if you don't have the time (or just don't feel like it, lol) you can always just make the extra stand there permanently instead of having him/her walk in.
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Lurok91 on January 02, 2011, 02:54:30 PM
thats what i was thinking...

one thing i noticed on the defiant bridge, and im not sure if it is like this on v3 currently - when the bridge doors close, they seem to slam shut really quickly; if you didnt walk out fast enough, you might be sliced in half lol
is it possible to have the speed of them closing be the same (slower) speed of them opening?

Gawd, Jimmy...those bloody doors caused me so many probs and just got right before beta release.   At present seem to work without slicing extras in half so tempted to keep as is. 


Got it  ;) , though as an alternative to making a new animation if you don't have the time (or just don't feel like it, lol) you can always just make the extra stand there permanently instead of having him/her walk in.

That would seem logical conclusion  :)
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Bren on January 02, 2011, 03:56:17 PM
I'm struggling for context to couch this in, so I'm just gonna say it:

She (the extra) can stand there like an iPad addict playing whack-a-mole. :P
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Lurok91 on January 02, 2011, 04:38:09 PM
I'm struggling for context to couch this in, so I'm just gonna say it:

She (the extra) can stand there like an iPad addict playing whack-a-mole. :P

You are such a cynic.  Try being...less cynical  :D

Of course, she/he will be playing whack-a-mole like an iPad addict.  But will give us nearest approximation of verisimilitude. Surely what we all desire?  
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Shadowknight1 on January 02, 2011, 06:07:43 PM
There's no problem with the ded. plaque on my install, just the screwy viewscreen with static or when loading.
Title: Re: Sean's DEFIANT v4 - beta test feedback
Post by: Blackrook32 on January 02, 2011, 06:30:56 PM
Good call Nero  :)   But still not sure prob.   Ran my KM 1.0 install at custom 1366x768 (highest my working monitor can go)  and still no issues.   So while not saying is or isn't prob, doesn't seem to be with mine whatever rez run at.   Jimmy also reported no issues so far. 

Anyway, assuming can sort out issues,  how much interest is there in Sao Paulo variant?   Here's some pics of Sean's WIP (max renders. not ingame shots).  Probably won't include purple doors (sure they're grey/more like orig doors?)  but everything else seems canon.  Just need to tweak textures and anims and add that rear console and other minor changes.

Well, it never hurts to have a new bridge variant. Since I made a Defiant Class Sao Paulo, that would fit nicely in my book. ;)

On the monitor resolution issue. My PC's monitor is on at 1440x900 (it's highest setting). In my install, I run it at 1280x. If that info is of any use?

Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Lurok91 on January 12, 2011, 03:02:53 PM
First ingame pics of SP variant.  Have to do new extra crew anims and a few tweaks but that's all.  

Have adjusted captain position as per Jimmy request,  and viewscreen as per Bren.

Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Morgan on January 12, 2011, 04:27:35 PM
Wonderful work Lurok!  :yay:
Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Lurok91 on January 13, 2011, 02:15:50 PM
So, discovered the Defiant console prob.  And kicking for myself not spotting sooner  :hithead:   Textures were 56x56 and therefore not recognised by nif.  *doh*    Changed to 64x64 and now sorted.  So Defiant ready for release.  

But before I do,  will finish Sau Paulo and send to beta testers.  Feedback will tell me if viewscreen sorted and if any other graphic errors.   It may be I can't solve them and down to individual BC installs & settings/graphic cards & settings.  

If all OK, guess will release both as a dual-pack with separate installs?  

EDIT:  Sean also gave me 'The Search' eps Defiant (slight model differences)  and holo variant. 
http://bc-central.net/forums/index.php/topic,6252.20.html (http://bc-central.net/forums/index.php/topic,6252.20.html)

Depending on how much work to get those done, will include as well.  But may release as second pack.  Will wait and see...

Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: leemason on January 13, 2011, 03:14:14 PM
Well done Lurko looking great as usual and congrats on the mod of the month
Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Morgan on January 13, 2011, 04:19:56 PM
So, discovered the Defiant console prob.  And kicking for myself not spotting sooner  :hithead:  Textures were 56x56 and therefore not recognised by nif.  *doh*    Changed to 64x64 and now sorted.  So Defiant ready for release.
:funny Nice, glad you got it worked out though :)

Quote
If all OK, guess will release both as a dual-pack with separate installs?
I like the sound of that.
Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Aeries on January 13, 2011, 04:27:29 PM
:funny Nice, glad you got it worked out though :)
I like the sound of that.

As do I.  :thumbsup:
Title: Re: Sean's DEFIANT v4/SAO PAULO - tested
Post by: Shadowknight1 on January 13, 2011, 06:49:12 PM
Lots of Defiant bridges, that's awesome. :D
Title: Re: Sean's DEFIANT PACK: console bug error
Post by: Lurok91 on January 15, 2011, 01:52:23 PM
Apologies for lack of update but bridges been a bit temperamental  :bitch:    Finally got extra stationed at rear console and have tweaked red alert lights so now bit brighter.  Generally most problems solved bar a few tweaks here and there.  

BUT... just started getting this weird console crash error never seen before on both Defiant and Sao bridges.   Doesn't always occur in same place or same time on either bridge;  bridges load ok and then at some point this error pops up.  Run in both test and non-testmode.  No difference.   Any advice welcome  :)   I have suspicion might be something to do with script (bridge and/or character/animations)
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: tiqhud on January 15, 2011, 03:32:23 PM
do you have Mleos console logger, might help, I use it, many of us around here do???
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Lurok91 on January 15, 2011, 03:58:44 PM
I use console track dump and this is all that points to prob (lot of use, eh)
Code: [Select]
AttributeError: PreLoadAssets
Trying to clean memory
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Rob Archer on January 24, 2011, 06:27:28 AM
Check your Crew Scripts, Specificity focus on the Animations themselves, make sure all the Animations actually Exist. I'm Not at my install right now so I cant give you an Example, but their was a similar problem with the Shuttle Bridge Pack for Non Kobayashimaru users.
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Lurok91 on January 24, 2011, 11:10:12 AM
Thanks Rob.  Like I said, suspect prob is anim/script issue.  Just haven't got round to checking as been on other work.  And was secretly hoping someone might have said "I know exactly what prob is".   But when have time will go through them again.

EDIT:  well, Defiant bridge now seems to be ok (not crashing) and not getting same 'not enough arguments' console error message on either bridge.  But SP bridge still crashing not long after load, although just a blank console this time, and the same Preload Assets msg in console dump.  So I figure it's prob with SP lift doors as bridge crashes before extra gets on set and was all working ok before.  So I'll try and fix that when get chance.
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Lurok91 on January 27, 2011, 11:02:31 AM
OK, looking more encouraging though famous last words, lol  :D .   Starting again from scratch and reapplying each anim and script, seemed to narrow down to problem with standing extra script but couldn't see any probs.  So started to take out anim lines and it seemed once removed CommonAnimations Pushing Buttons line hasn't crashed (yet).   Curious as to why that particular one may have caused probs, but there you go. 

Assuming doesn't crash again and can restore bridge back to how originally had, will try and finish off earlyDef and holo-variants, then package up bridge pack for beta testers.   

Can't say will be sad to see back of this one  :banghead:
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Morgan on January 28, 2011, 12:57:16 AM
Okay just gave the bridges a test run.  The holo-comm and "Search" variants are fine and look awesome, and I also didn't run into any crashing with the Sao Paulo variant.  I did notice a couple of texture issues with the standard Defiant and the Sao Paulo (some odd texture issues with a couple of wall panels and an issue with the carpet respectively).  Pics attached.
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Blackrook32 on January 28, 2011, 02:32:24 AM
I had a chance to run the bridges in game...

From my non KM install, I experienced no crashes, but I did notice the camera angels on the bot was slightly off center, for the helm and tactical bridge view (pic attached). Also, the Sao Paulo Bridge's dedication plaque reads as "Defiant" Just though I would bring it up, if someone forgot. It's easy to make the Sao Paulo's LCARS singular to the ship. The bridges loaded up into quickbattle with ease. The view screen is stable and the green, yellow and red alerts were all functioning.

All the things I mentioned, can be easily fixed. :thumbsup:
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Lurok91 on January 28, 2011, 05:24:09 AM
Thanks for feedback  so far.    Wall panel prob a LM one and easy fix.    Hadn't noticed any prob with carpet or BR's off-centre view on mine so will wait and see if others report.  

I'll try and make a SP dedication plaque.  (EDIT: interestingly, the actual SP film set still used the Defiant plaque so it is in fact canon  :)   But I've included a SP plaque anyway)

In principle looks like pack will be ready soon for release...
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: JimmyB76 on January 28, 2011, 07:59:24 AM
I did notice the camera angels on the bot was slightly off center, for the helm and tactical bridge view
if youre talking about camera zooms to characters, i can fix that...
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Shadowknight1 on January 28, 2011, 08:18:33 AM
I was only able to give it a quick test run, no crashes on any of the bridges.  Only graphic bug I noticed was that the alert indicator on the top of the helm console is still completely black.  Also, the red alert indicators on the consoles don't flash.
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Morgan on January 28, 2011, 02:14:35 PM
Sorry to be the bearer of more bad news  :hide but I've found a couple more issues I feel I should report.  The first applies to all the variants except the Sao Paulo, when looking up at the ceiling there are some light textures missing.  This one applies to all the variants; I think the viewscreen could do with some adjusting.  When talking to DS9 or Starbase 12 the characters on the screen are appearing way to close (pics attached, one with old viewscreen nif and two with new).  I realize this is still a WIP and you may have taken this into account yourself, so if that's the case just ignore me on this one.  :)

EDIT: CRAP, my minds in the gutter today  :banghead: .  I meant to include this in my previous report but it completely slipped my mind.  Thankfully it's nothing too major; somehow the door on the port side isn't closing all the way, but like I said it's not that major and something where if you're not looking for it you won't notice it, but figured I'd report in the interest of being thorough.
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Lurok91 on January 28, 2011, 03:03:06 PM
Don't worry N...this is precisely what beta testing for  :D     

Missing light textures:  they are there, just on a diff config to SP.  Easy enough to adjust.

Viewscreen:  the reason changed it was because getting that 'static inside bridge'  prob Bren noted.   Have you run the new bridge nif+both old and new viewscreen in battle yet?   If ok, and loading screen ok, will change viewscreen back to old one. 

@shadowknight:  changed red alerts so flash.  Have added red alert light to helm but unfortunately when bridge goes dark barely noticeable.   May just be one of those things bridge will have to miss out on  :facepalm:
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Morgan on January 28, 2011, 03:32:40 PM
Viewscreen:  the reason changed it was because getting that 'static inside bridge'  prob Bren noted.   Have you run the new bridge nif+both old and new viewscreen in battle yet?   If ok, and loading screen ok, will change viewscreen back to old one.
Not in battle no, but I've checked the loading screen and going with the old one seems to result in the same viewscreen bugs that plagued the first beta, where as the new one doesn't have those problems.  Just in case I'll double-check in battle with each one just to be 100% sure.

Quote
Missing light textures:  they are there, just on a diff config to SP.  Easy enough to adjust.
Sounds good :)
Title: Re: Sean's DEFIANT PACK: console crash error
Post by: Shadowknight1 on January 28, 2011, 06:57:56 PM
@shadowknight:  changed red alerts so flash.  Have added red alert light to helm but unfortunately when bridge goes dark barely noticeable.   May just be one of those things bridge will have to miss out on  :facepalm:

I mean, from the front, where that little thing should be the same color as the console because it's part of it, it's black.  Sort of like the arms for the captain's console used to be.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on January 28, 2011, 09:43:54 PM
Ok guys, don't want to get bogged down in details and really want to get these bridges off my hands. Spent enough time on them, thank you.  Never going to be perfect but everyone's going to have to accept as is.   Jimmy is changing character zooms and I'll wait for any viewscreen feedback.  After that,  will sign off and release.   
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Morgan on January 28, 2011, 10:06:41 PM
Not a prob, sorry I didn't mean to get carried away.  :doh:  No matter what these sets are still far superior to the v3 Defiant bridge, so no doubt they'll be a hit.  :)
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: leemason on January 28, 2011, 10:13:41 PM
Nice bridge I am in work all weekend but I had a little blast on all of them and I must say the feeling you get when on the bridge is good nice and compact and also the captains chair does not dissapear when you walk behind it good job my friend
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Shadowknight1 on January 28, 2011, 10:21:41 PM
Not a prob, sorry I didn't mean to get carried away.  :doh:  No matter what these sets are still far superior to the v3 Defiant bridge, so no doubt they'll be a hit.  :)

Agreed. :D
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on January 30, 2011, 12:27:42 PM
If I can get any final viewscreen feedback please.   Any issues in battle or character hail issue Nero reported.  May be the character hail  size is issue have to compromise on due to relative small size of Defiant bridge viewscreen (as opposed to nif viewscreen).  But as soon as get final reports asap will make a decision.

Have Jimmy's new crew zooms and done all light etc changes going to make.   So once viewscreen resolved can release set.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Blackrook32 on January 30, 2011, 03:05:13 PM
If I can get any final viewscreen feedback please.   Any issues in battle or character hail issue Nero reported.  May be the character hail  size is issue have to compromise on due to relative small size of Defiant bridge viewscreen (as opposed to nif viewscreen).  But as soon as get final reports asap will make a decision.

Have Jimmy's new crew zooms and done all light etc changes going to make.   So once viewscreen resolved can release set.

Hey Lurok,

I guess this is one of those cases where a "video" is worth a thousand words :P

For myself, I didn't have any problems with the view screen while in quickbattle.
On the hailing/viewscreen issue. I experienced the same thing (Cam/zoom to close) using DS9Xtended.
Once I get a chance, I'll post a in game pic this evening.

This is an example showing a quickbattle scenario, that I made quickly on the fly.

(don't expect the quality to be pretty, lol- it's a bit jumpy) :P




Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on January 30, 2011, 03:16:12 PM
Thanks BR.

Can't wait for that new crew mod  :dance    Getting fed-up of Brex's whiney voice.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Blackrook32 on January 30, 2011, 04:11:23 PM
Thanks BR.

Can't wait for that new crew mod  :dance    Getting fed-up of Brex's whiney voice.
No problem, Lurok!

I could not resist testing the Sao Paulo set with the DCMPSao Paulo. :P

I cleaned up the video a bit now. On Brex (and Saffi for that matter) I know people love the stock
characters to a point. BC: Generations leaves them be.

Back on topic- Thank you for what you have done, for the current state of BC modding :dance

I haven't enjoyed my modded install this much in years! :yay: :thumbsup:
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on February 02, 2011, 06:30:54 AM
Sorry to hassle guys (  :facepalm:)   but still need final feedback re: viewscreen positioning/issues.

If no news by end of week will assume all ok and release bridge set.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Morgan on February 02, 2011, 01:19:08 PM
Apologies Lurok, I've been meaning to post more viewscreen feedback as per your request but it slipped my mind.  :doh:

My issues previously reported aside, the static fx is appearing properly.  Loading screen is appearing fine as well.  Aside from that there's little I can add.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Shadowknight1 on February 02, 2011, 05:48:22 PM
I am having the same viewscreen positioning issues where the image isn't framed right and all that that BR and others are reporting.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on February 02, 2011, 09:04:50 PM
My issues previously reported aside, the static fx is appearing properly.  Loading screen is appearing fine as well.  Aside from that there's little I can add.

I am having the same viewscreen positioning issues where the image isn't framed right and all that that BR and others are reporting.

So just to check: static fx and loading screen ok with new viewscreen but not hailing character size?  (which may be issue with physical size of hole rather than viewscreen). 

Has anyone checked if staticfx and loading screen ok with original viewscreen? 

thanks  :thumbsup:
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Shadowknight1 on February 03, 2011, 01:51:31 AM
Hailing character and battle.  It zooms in to where you can't see what you're targeting, and you sure don't want to look off to the side, you won't see it at all.
Title: Re: Sean's DEFIANT PACK: pre-release testing
Post by: Lurok91 on February 05, 2011, 12:52:03 PM
Changed viewscreen and has fixed bugs noted to large degree.  Only noticeable bug on my install is loadingscreen and static effect a bit skewy.  But at this stage all can do,  so bridge pack now uploaded to BCF. 
Title: Re: Sean's DEFIANT PACK
Post by: Morgan on February 05, 2011, 01:57:01 PM
Can't wait to check it out, I'm sure it's great.
Title: Re: Sean's DEFIANT PACK
Post by: Blackrook32 on February 05, 2011, 02:10:37 PM
She is up for downloading  :D

* Defiant Bridge Pack v4
http://bridgecommander.filefront.com/file/Defiant_Bridge_Pack_v4;118304 (http://bridgecommander.filefront.com/file/Defiant_Bridge_Pack_v4;118304)