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BC Forums => BC Bridge Modding => Topic started by: Lurok91 on July 24, 2011, 03:16:50 PM

Title: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Lurok91 on July 24, 2011, 03:16:50 PM
Some first renders of Flyer WIP.  Obviously not lightmapped yet so will be darker in final version. Still quite a bit to do/make and remake but figured enough to give a sense of how it's shaping up. When get round to scripting, Kiska will be at helm/Paris position; Brex at rear seat/eng.  Still to decide whether to place player at tactical/science,  or ops position (left side facing forward).  May depend on where best view to front window, which I hope to boolean out the various shapes so there'll be clear outlook to viewscreen.  
Title: Re: Delta Flyer WIP
Post by: CyAn1d3 on July 24, 2011, 03:21:11 PM
 :drool: friggin awesome  :thumbsup:
cookie!
Title: Re: Delta Flyer WIP
Post by: AdmiralKathryn on July 24, 2011, 05:17:47 PM
^^ Totally agree!

Can't wait to re-enact 'Good Shepard' or even the funny scene at the begining of Renaissance Man XD
Title: Re: Delta Flyer WIP
Post by: leemason on July 24, 2011, 06:24:17 PM
Brillant I have wanted this bridge for years and it looks amazing so far. The front windscreen needs to be wider though or have you do this to make a better viewscreen
Title: Re: Delta Flyer WIP
Post by: Morgan on July 24, 2011, 09:07:30 PM
One of BC's most anticipated bridges.  I'm liking what I'm seeing so far Lurok my friend keep it up!  :yay:
Title: Re: Delta Flyer WIP
Post by: flarespire on July 24, 2011, 10:43:10 PM
lurok that front view screen needs to be about 7% bigger, it looks too small for the exterior.
but this is a bridge ive been wanting to see for ages good job on this! :yay:
Title: Re: Delta Flyer WIP
Post by: Lurok91 on July 27, 2011, 06:30:07 PM
Some new renders of lightmapped interior.  Tested ingame and loads up fine; just need to do anims, scripts etc.   Getting the front window right for gameplay is going to be tricky and involve some non-canon compromise but hopefully will work ok.   Still quite a bit of  texturing and detail to do on interior - wouldn't be flyer without Paris' levers etc - and making some new chairs.  So probably about a week-10 days off beta test.   At this stage only going to release main cabin;  aft section version may come later.  
Title: Re: Delta Flyer WIP
Post by: Morgan on July 27, 2011, 09:57:02 PM
Quote from: Lurok
Getting the front window right for gameplay is going to be tricky and involve some non-canon compromise but hopefully will work ok
Lol that's pretty much the story with any BC mod, so no worries :) .  You're off to a great start here, my only suggestion here would be to do some straightening of the front window design (clean up the edges and what not, just some polishing essentially - size looks good).  I'm sure you've noted this yourself and are working on it, but I just thought I'd give some feedback.  The rest of the set looks stunning.

I know this question is bound to come up eventually:  are you planning on doing both the original Flyer and the second one or just the first one?
Title: Re: Delta Flyer WIP
Post by: leemason on July 28, 2011, 03:32:29 AM
Front window looks bigger in that last screen shot, whats wrong with chairs they look great in the screen shots. By the way I am glad I beta tested your last mod it took me days before I could download it from file front its getting fustrating seeing new mods come out and getting broken links come file front sort it out. Sorry Lurok your thread back on topic I love this and now with this delta flyer bridge I will have a complete set for my Cgi voyager pack :yay:
Title: Re: Delta Flyer WIP
Post by: Lurok91 on July 28, 2011, 11:56:20 AM
I know this question is bound to come up eventually:  are you planning on doing both the original Flyer and the second one or just the first one?

Just first.  If anyone wants to retexture to second, more than welcome.   First ingame shots:  ambient level about right, though have to brighten about 20-30% as red alert state is black!  

Need some serious practical input from ingame bridge users:  viewscreen works at large size from straight on (needs a few tweaks).  If stick to original plan to have player next to tactical, will need to adjust screen so can see from offcentre but will essentially be same as from helm.  So choice is: player at helm, with crew behind?   Or player at ops?   It's more an aesthetic game thing of which position feels right/better as ingame choice...

EDIT:  added pic (screenshot006) to show quickbattle view from ops seat...
Title: Re: Delta Flyer WIP
Post by: leemason on July 28, 2011, 12:59:08 PM
I think the player at ops then you can look around the bridge if your at the helm you would be just looking out of the window. Maybe when its ready for testing we could have the two options to see which is best ingame. Abit like you did with the runabout bridge where you got different scripts with the model. Looks fantastic though I would have to say personally looks like you best bridge so far :bow:
Title: Re: Delta Flyer WIP
Post by: Morgan on July 28, 2011, 01:48:01 PM
Need some serious practical input from ingame bridge users:  viewscreen works at large size from straight on (needs a few tweaks).  If stick to original plan to have player next to tactical, will need to adjust screen so can see from offcentre but will essentially be same as from helm.  So choice is: player at helm, with crew behind?   Or player at ops?   It's more an aesthetic game thing of which position feels right/better as ingame choice...
In all honesty you can probably set the player at the center in-between ops and tactical and have it look good, therefore allowing Miguel to be at ops.

If that isn't an option I'd put the player at ops though, being at the helm puts you pretty close to the viewscreen and there are almost always issues with being too close to it on any bridge...
Title: Re: Delta Flyer WIP
Post by: flarespire on July 28, 2011, 03:36:33 PM
wow this is all looking good aside from the texture for the front window, it seems deformed and very ugly at the moment, are you working on this issure lurok?
Title: Re: Delta Flyer WIP
Post by: tiqhud on July 28, 2011, 05:35:29 PM
Nice, you know , How when you start on new bridge you are going to loook at t where saffi is going to be!
If possible Place saffi inside the bulkhead in front of OPs , if it is wide enough.
Title: Re: Delta Flyer WIP
Post by: Morgan on July 28, 2011, 05:56:26 PM
it seems deformed and very ugly at the moment, are you working on this issure lurok?
Umm...that's a little harsh dude, especially considering I already mentioned the window issue to Lurok...
Title: Re: Delta Flyer WIP
Post by: flarespire on July 28, 2011, 06:19:50 PM
soz didnt know that, just voicing my opinion, and i do unerstand that this set is a pain in the ass to get right.
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on July 28, 2011, 06:49:10 PM
Umm...that's a little harsh dude, especially considering I already mentioned the window issue to Lurok...
yeah really...   :roll

just voicing my opinion
well you should really think about how you say something might come off as being a bit rude...  
think before posting and imagine yourself on the receiving side; and imagine how you would feel, if something you worked very hard on, and someone says something about it is ugly and asking bluntly if youre working on it...
or say nothing at all if you havent anything positive to say...
also, i think it goes without saying that lurok is quite the expert and does the best he can, so im sure he is quite aware of anything "not exactly right" without needing to be asked about it...

anyway, moving on...
Title: Re: Delta Flyer WIP
Post by: Bones on July 29, 2011, 12:02:54 AM
would it be possible to stretch the viewscreen to whole window ? right now I can't remember if those tiny bits were transparent :P
Title: Re: Delta Flyer WIP
Post by: Lurok91 on July 29, 2011, 02:48:29 AM
Just to clarify on main window:  plan is to have with cutout/booleaned holes in it like studio DF.  At current WIP stage just have the oval one in while i test out viewscreen position etc and assess size etc.   The deformed texture that's currently present in WIP will not be in final release; just the window holes.  

EDIT: some ingame pics of first pass at booleaned front. Both normal state and quickbattle red alert.  Rather than widen windows, which are looking ok at present, I'll probably add some extra detail to merge into sides.  Obviously vertices need some fiddling too.  Rest of work to do before beta is cleaning up textures and lightmaps.
Title: Re: Delta Flyer WIP
Post by: Shadowknight1 on July 29, 2011, 01:48:16 PM
Looks great! Seems to me that you've pretty well covered cockpits for every small Trek ship
Title: Re: Delta Flyer WIP
Post by: Bones on July 29, 2011, 02:45:12 PM
This surely be my fav bridge of all the time :D I always loved Delta Flyer, exceptional work you've done Lurok  :thumbsup: just wanted to make sure how you're planning to do the windows ;)

if you need any help with textures (not only LCARS) PM me ;)
Title: Re: Delta Flyer WIP
Post by: leemason on July 29, 2011, 02:52:55 PM
Wow :bow: looks great I cannot say anything more thank you for doing this Lurok I have wanted this since BC came out
Title: Re: Delta Flyer WIP
Post by: Morgan on July 29, 2011, 03:19:09 PM
Looks great Lurok I can't wait to try it out.  :)
Title: Re: Delta Flyer WIP
Post by: flarespire on July 29, 2011, 03:53:42 PM
Looks awsome,now the front windows are being modeled out,cant wait to see it finished :D
Title: Re: Delta Flyer WIP
Post by: Lurok91 on July 29, 2011, 06:02:27 PM
Thanks for offer, Bones  :thumbsup:.  Actually ok at moment but if need anything will call on you.  And thanks for other comments.  Slowly getting there:  once I've finished various tweaks and added the two 'floating' lcar monitors and control panel above helm seat, should be ready for testing.  Probably mid-end next week.

Looks great! Seems to me that you've pretty well covered cockpits for every small Trek ship

If only...probably the main ones but there's still a couple of minor ones  :)
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 03, 2011, 04:02:56 PM
 Apologies to testers but get sidetracked wanting to experiment with VRAY for first time.  Decided to use EF2 Sov as test (pics below) so might try and re-lightmap DF in Vray.  Other than that, still a couple of things to fiddle with....
Title: Re: Delta Flyer WIP
Post by: Morgan on August 03, 2011, 04:13:11 PM
Looking a little dark there Lurok  :P  (Just pulling your leg ;) I'm guessing that's red alert light level? )

I'm sure you'll get proficient with VRAY in no time at all :)  I really can't wait to get my hands on that EF2 Sov bridge...
Title: Re: Delta Flyer WIP
Post by: eclipse74569 on August 03, 2011, 04:46:39 PM
Looking great there :D Can't wait to see the finished product!!! :)
Title: Re: Delta Flyer WIP
Post by: Bren on August 03, 2011, 05:20:13 PM
Wow, that looks so great! Very moody lighting!
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on August 03, 2011, 06:32:19 PM
now the only thing is to figure out the ambient red-alert flashing (not meaning the map swapping lol) and then youll have crossed through the barrier with bc bridges that only few have :)
Title: Re: Delta Flyer WIP
Post by: Psyco Diver on August 04, 2011, 12:54:16 PM
I always wondered about the nemsis damaged bridge, is that even possible considering the big hole in the front and everything?
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 04, 2011, 02:30:21 PM
Re: the Nemesis bridge - that's a side project and initial lightmaps (about 50% brighter now).  J asked about ambient red flashing - as far as I know, that's simply putting a texture in without lightmaps.

Anyway, VRayed Flyer pics.  Will package up for testers for weekend.
Title: Re: Delta Flyer WIP
Post by: flarespire on August 04, 2011, 02:32:27 PM
May i test? :P
it should work fine on my machine, so ill only say if there are any problems, but i ont say anything if it works completely.

also may i suggest trying to redo the type 11 bridge, i have some widescreen movie stills(got the 20 disc film box set for my brithday) which would help alot, i can also provide stills for the sovereign yacht bridge. i suggest this purley because something doesnt seem right with the ef2 one scailing wise and id love to see your take on it lurok, as your just that awsome :D
Title: Re: Delta Flyer WIP
Post by: CyAn1d3 on August 04, 2011, 02:36:04 PM
mind if i take it for a test run? i finally have a machine capable of running on high so ill be able to see it in full glory  :thumbsup:
Title: Re: Delta Flyer WIP
Post by: Morgan on August 04, 2011, 05:00:11 PM
New lighting looks great Lurok. Can't wait to try it out.  :)
Title: Re: Delta Flyer WIP
Post by: Bones on August 04, 2011, 05:53:37 PM
I second that ! looks fabulous !
Title: Re: Delta Flyer WIP
Post by: leemason on August 05, 2011, 09:03:21 AM
Tested everthing working I now have a new favourite bridge thanks Lurok this has to be your best work so far amazing cookie
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 05, 2011, 09:07:39 AM
Tested everthing working I now have a new favourite bridge thanks Lurok this has to be your best work so far amazing cookie

Fast...and reliable as ever, lee  :)
Title: Re: Delta Flyer WIP
Post by: tiqhud on August 05, 2011, 10:31:25 AM
Note to self, Supply 2 ingame ScreenShots
My testing is done in KM
======================== Before install ================================================================
loading screen folder, did not unzip [if on there] says one present


Are all visible in Nifscope? and PaintNet or IrfanView    
1. All textures ( icons, main textures)
***YES

2. Is the plugin suitable? If not,  explain why.
Question: no loadingscreen called in 'autoload' , did you intend? [mean it to be]


3. File Structure ?
Seems fine

======================== after install ================================================================
1. All textures (weapons, icons, main textures) working/included?

***YES

2. Is the plugin suitable?

***Yes
======================== after install ================================================================

3. Do the sound effects work? If not, please report which don't.
***Yes

================================================================================
5. Good points.
nice bridge


6. Bad points.
when ship is targeted , it is not in center of view screen [could be me]
Title: Re: Delta Flyer WIP
Post by: Morgan on August 05, 2011, 01:13:54 PM
The Delta Flyer cockpit looks wonderful ingame and plays well. The only things I noticed were that Saffi and Miguel's voices are still audible in the cockpit.

Quote from: Tiq
when ship is targeted , it is not in center of view screen [could be me]
Not just you, the viewscreen looks a little off-center for me too. I also noticed that a targeted object appears pretty close and large. I'm thinking the camera angle of the players default perspective is what's screwing with the screen, but either way I think it could do with some adjustment.

Those things aside the set looks great. :)
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 05, 2011, 02:37:54 PM
Thanks for all feedback.

Saffi and Mig easy to silence.

Viewscreen target centreing - hmmm, tricky one because of off-centre view.   I tried to get compromise so could see target ship from starting seat (and also adjust with zoom in/out)  but also from rest of bridge if move around.  I'll tinker a bit but I'm not sure if I can get it deadcentre as I suspect people might want.   But it's easy-peasy enough for anyone with nifskope to try themselves. Just load up viewscreen, right-click on plane and transform edit x.y.z axes. 

I take it the vray look went down well.  Must admit it's an improvement on earlier lightmaps. 
Title: Re: Delta Flyer WIP
Post by: Morgan on August 05, 2011, 03:13:42 PM
Quote from: Lurok
I'll tinker a bit but I'm not sure if I can get it deadcentre as I suspect people might want.
Just do your best man I'm sure it'll turn out okay.  :)

Quote
I take it the vray look went down well.  Must admit it's an improvement on earlier lightmaps.
Agree.
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 06, 2011, 11:03:38 AM
Just a final word on viewscreen centreing:  I set it up so player had best poss centre on target from ops seat rather than rest of bridge.   If player moves out of seat anywhere on bridge (other than into helm area),  target goes offscreen. Unfortunately I can't see compromise where can see target from start player position and   rear of bridge.  If anyone wants to experiment, by all means feel free.  But I'm going to release as is on assumption qb player will stay in ops seat, in which case should be fine. 
Title: Re: Delta Flyer WIP
Post by: leemason on August 06, 2011, 01:48:36 PM
I agree just like the type 9 bridge if you sit in the default position everything fine, but like you said its easy for the user to change that for there own prefrence. The hard work modelling and texturing has been done for me, that vray effect does add a certain edge to bridge again thank you and well done
Title: Re: Delta Flyer WIP
Post by: Bren on August 12, 2011, 10:06:29 PM
If it's any help (you probably know this) the stock bridges had the viewscreen modelled like a pane of glass filling the frame, cut to shape and everything (iirc). I experimented, years ago with adding random spheres and bits and bobs to the viewscreen.nif on the Dbridge. It worked ok, but the image was distorted and enlarged because it was trying to stretch to cover all of the viewscreen surfaces.

In short, there can be multiple parts of the viewscreen, and it can be non-flat, and the image will try to stretch to reach all corners of the viewscreen.nif.
Title: Re: Delta Flyer WIP
Post by: crazyhid on August 18, 2011, 02:21:59 PM
i cant Freakin believe you have a working delta flyer set !!!!! AMAZING work!!!!!
 is it possible to put stars on the side windows ? Just it kinda looks bare with it being all black, On the other hand i loved how you sorted the problem of the front window !!! always thought that would be far too difficult to pull off !!!! Great Job
Title: Re: Delta Flyer WIP
Post by: Aeries on August 18, 2011, 02:32:26 PM
Looks fabulous !

Oh u know it gurl! *snap snap*  :P

Fo sho, sure looks snazzy. Though if I may add? I think the textures on the walls could be a little higher-res than they are. Noticing a lot of 'blur' and 'pixelation' on areas that ought to be crisp and sharp. I realize it's an old game, but why not break away from the stereotype of "It's an old game, so it has to look like an old game"? Just a thought. Just throwin' it out there... yep... just, ya know... keepin' it real... >_>;
Title: Re: Delta Flyer WIP
Post by: Bones on August 19, 2011, 06:22:30 PM
Teh Bonezz is alwaz right !

Me says its fab. then its fab.

my only suggestion is to put those funky shields on side windows ,Danube has those on it's side windows
Title: Re: Delta Flyer WIP
Post by: Shadowknight1 on August 19, 2011, 07:05:36 PM
It is a damn shame that no matter what, there really isn't a good compromise for side windows...you either have blank, or you have a static starfield...
Title: Re: Delta Flyer WIP
Post by: flarespire on August 19, 2011, 07:44:30 PM
could always model the side windows out, make a plane as the glass and put an animate starfield flyby texture on it.
Title: Re: Delta Flyer WIP
Post by: Bones on August 19, 2011, 07:58:03 PM
or make it less painfull to eye and put blanc (in this case danube styled windshileds) winds ... bettert that way
Title: Re: Delta Flyer WIP
Post by: TheConstable6 on August 19, 2011, 08:15:43 PM
Teh Bonezz is alwaz right !

Me says its fab. then its fab.

my only suggestion is to put those funky shields on side windows ,Danube has those on it's side windows

Hot damn yes finally someone is speaking a word of common sense!  :D love ya Bonesy
Title: Re: Delta Flyer WIP
Post by: Billz on August 19, 2011, 11:21:31 PM
Can't wait to take the old Delta Flyer out for a spin, once more. Will not do so until the cockpit is out. Nice one Lurok!  :yay:
Title: Re: Delta Flyer WIP
Post by: TheConstable6 on August 20, 2011, 12:20:14 PM
Can't wait to take the old Delta Flyer out for a spin, once more. Will not do so until the cockpit is out. Nice one Lurok!  :yay:

Amazing once more Lurok!
Title: Re: Delta Flyer WIP
Post by: CDR_Daxian on August 26, 2011, 11:38:57 PM
that's freakin' AMAZING Lurok91, nice job!

your bridges always turn out nice.
Title: Re: Delta Flyer WIP
Post by: Lurok91 on August 29, 2011, 05:42:43 PM
Still working on some changes (and other stuff) before final release.  

In meantime, further experiments with new Nemesis Sov Bridge.  Having tried the EF2 version ingame realized though it's better than stock BC, proportions still not right and was proving awkward to change to get it to look right.  So went back to stock BC and resized it to movie proportions (basically lower set height, and wider) with consoles changed to EF2 versions.  Plus a bunch of other changes.  Still a WIP but this is where at so far:
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on August 29, 2011, 06:17:13 PM
very interesting!
cant wait to try it out!
Title: Re: Delta Flyer WIP
Post by: flarespire on August 29, 2011, 07:12:53 PM
me neither
looks amaizing lurok!
good work as always.
Title: Re: Delta Flyer WIP
Post by: Morgan on August 30, 2011, 12:48:12 PM
Very nice Lurok.  Have a cookie.  :)
Title: Re: Delta Flyer WIP
Post by: flarespire on August 30, 2011, 01:53:38 PM
my only nitpick is the LCARS and ceiling lights at red alert, they look a little...weird and by weird i mean  the LCARS just look redwashed, are you planing to use the texture swap on those at red alert?
also the lights around the edge of the ceiling look a little underdetailed, are those just placeholders?
i also noticed that the textures for the consols looks a little blured, but i know your working on that and everything else i noticed, anyways,
sorry if this is coming off a little strong but itll confirm some things for me and others.

EDIT: lurok, could you send the files for the enterprise E bridge over to me?, i think i can make some of the textures look less weird and blurred, and i also had an idea id like to try with this bridge using some textures i have lying around on my BC gaming machine.

EDIT 2: none of whats is said above is meant to cause any offence in any way, because wnything lurok does for BC is awsome!
Title: Re: Delta Flyer WIP
Post by: CDR_Daxian on September 01, 2011, 10:21:03 PM
Damn that's nice, though i would suggest keeping the LCARS from swapping to that darker version. (just my opinion).

The bridge Looks more canon, like the tactical stations having a larger screen, and the forward stations having an angle to their supports. not to mention the position of the XO/Guest Chairs. Nice work!

+1 cookie for you.
Title: Re: Delta Flyer WIP
Post by: Morgan on September 02, 2011, 03:05:20 PM
i think i can make some of the textures look less weird and blurred
Has the thought occurred to you that the textures look blurry because of the screenshot itself and the angle of the player camera? BC wasn't exactly meant to have the player move about the bridge and therefore certain bridges can look a little...strange...while using WalkFX.
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on September 02, 2011, 03:25:01 PM
also it is a little bit impolite to suggest to someone's WIP that you can do better - even if your intention is meant as helpful and kind, it isnt a very cool thing to do...  if someone needs help, they will ask...  just an FYI...
and if you dont like what theyve done when they release it, you can always change anything for your own personal install... 

on that note, moving on...

lurok - is there any chance you could upload a youtube vid or whatever of the bridge at different alert stages?
i am very curious to see how it appears at yellow alert and red alert...
Title: Re: Delta Flyer WIP
Post by: Lurok91 on September 02, 2011, 04:17:00 PM
lurok - is there any chance you could upload a youtube vid or whatever of the bridge at different alert stages?
i am very curious to see how it appears at yellow alert and red alert...

Red alert is more or less same as pic.  Prob will do a vid at some point, but later in WIP.  The red lm on red alert lcars is an experiment: you can't map-swap animated lcars (but you can statics) at red alert, so I wanted to see if could change animated lcars at red alert to similar 'red look' by changing colour of lightmap.  Like I said, an experiment and still WIP...
Title: Re: Delta Flyer WIP
Post by: Bones on September 02, 2011, 05:33:42 PM
certainly it's a huge step foreward Lurok :) I'm amazed with you ideas, keep it up :thumbsup: the only thing to figure out with red alert LCARS would be how to turn them greyscale (to get rid of the blue) and then red lightmaps... tho I'm affraid that quite impossible, as it is now, it's far better than anything we had ;) have a cookie !

Oh and if you're interested, I have my old Insurrection retexture somewhere on my HDD :P might be useful if you're planning to do FC,INS,NEM pack :P just a thought :P
Title: Re: Delta Flyer WIP
Post by: flarespire on September 02, 2011, 06:06:55 PM
lurok this is brilliant, your idea with the lcars is good, but i think it would be better to make them static images and have them swap to a red alert version, but dont stop trying with a colour channel change because you may still get it, just putting an alternative out there. also if you look at the films, those rim lights just before the white of the ceiling dont change colour, they dimm, but i may not be entireley correct there, buit thats what i remember from them.
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on September 02, 2011, 06:27:04 PM
honestly, i think animated lcars would be better than static lcars that change at alert statuses, thats just my personal preference tho...
to me, static lcars look like pictures that hang on a wall, whereas animated lcars make the bridge feel "alive"...

one quick question - the vertical thin "stripes" on the vertical beams between the side console stations and around the MSD - will those blink red?  i know on the new sovereign bridge that 3rd era did that they blinked opposite to the ambient red alert flashing which seemed a little off tho nothing could be done about that...
Title: Re: Delta Flyer WIP
Post by: flarespire on September 02, 2011, 06:33:32 PM
i think if lurok looks at the basecode used for that it would work in QB, but i think that was done with BPCores map swapping abilities, not entirely sure on that, and i checked about the rim lights, they dont seem to go red, the more or less dimm at red alert.

i see what you mean about the animated LCARS, and unless lurok want to write a very complicated script that when red alert is clicked or the hot key is pressed it changes to a red alert animation, and when green alert or its hot key is pressed, the lcars go back to the normal state.

though the above idea could work, something worth looking into...
Title: Re: Delta Flyer WIP
Post by: Morgan on September 02, 2011, 09:51:15 PM
Could always go with the hybrid approach like you did with the Nova bridge, some static LCARS that swap at red alert and the rest active LCARS.
Title: Re: Delta Flyer WIP
Post by: Lurok91 on September 03, 2011, 05:04:31 AM
Oh and if you're interested, I have my old Insurrection retexture somewhere on my HDD :P might be useful if you're planning to do FC,INS,NEM pack :P just a thought :P

Thanks.  Might consider that if/when this one works...

one quick question - the vertical thin "stripes" on the vertical beams between the side console stations and around the MSD - will those blink red?  

They do blink.  It's just that screengrab caught inbetween blinks...

Could always go with the hybrid approach like you did with the Nova bridge, some static LCARS that swap at red alert and the rest active LCARS.

Main thought was that bridge really does look better with all animated lcars like Jimmy says. First tried with it static lcars and redlcars map swaps, and it works fine but just looks a bit...static...and dull.  Also, we don't have canon lcar swap images for Nova so figure could take some license, but we do know that all the main lcars on Nemesis bridge swap at red alert so I've been trying to get as close to that as possible.
Title: Re: Delta Flyer WIP
Post by: flarespire on September 03, 2011, 05:57:43 AM
i just noticed a texture mis-alignment on the bridge, its the blue floor light with the white stripes, shouldnt that have the strip at the top like the rest of the blue floor light does?
Title: Re: Delta Flyer WIP
Post by: JimmyB76 on September 03, 2011, 06:14:27 AM
ok flarespire, enough with the nitpicks please...   :roll
im quite sure lurok is aware of all things with his WIP...
it is a WIP after all...  please stop pointing out every detail that isnt perfect yet...  while im sure youre trying to help and mean no harm, there is a point where it isnt polite anymore to point out every not-perfect detail...
from here on out, please stop trying to help with all things not-perfect (not a request, btw)

and please do not respond to this post...

moving on...
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Lurok91 on September 04, 2011, 11:29:40 AM
Working through minor changes. I've got the redlcar lm at about the right level so there's no blue leeching through but you still get clear anims. Short of tweaking, happy with that.  Couple of other small things need finessing but that's more or less it.  Chair and door anims are playing up at moment so that's biggest hurdle to sort out. 

Jimmy - yellow alert is column and rim lights dimming. 
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Morgan on September 04, 2011, 12:39:31 PM
Very cool Lurok!  :bow: :yay:
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Bones on September 04, 2011, 12:48:03 PM
Awesome ! you rock ! have a cookie  :thumbsup:
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: flarespire on September 04, 2011, 01:11:15 PM
WOW thats awsome, great work, the mapping of the rim lights on the ceiling could use a little tidying but otherwise i cant wait for this release, its the most accurate version yet!   :D

the comment about the rim lights is just a comment, not a nitpick....
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: CDR_Daxian on September 14, 2011, 10:12:28 PM
Wow, No Kidding to what Flarespire said, REALLY Close to Canon.

i Can't wait until it comes out.

You Can't Have too many bridges, And We really need Replacements for the Crappy Stock BC Inacurate bridges.

Nice Work Lurok, keep it up.

CDR_Daxian
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: ECGadget on October 07, 2011, 12:56:47 PM
Red alert is more or less same as pic.  Prob will do a vid at some point, but later in WIP.  The red lm on red alert lcars is an experiment: you can't map-swap animated lcars (but you can statics) at red alert, so I wanted to see if could change animated lcars at red alert to similar 'red look' by changing colour of lightmap.  Like I said, an experiment and still WIP...

I tried that... a long time ago, spend weeks on it, never got it to work... please tell me you have found a way to do it?
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Lurok91 on November 01, 2011, 10:38:03 AM
If you mean mapswap animated lcars, no, still not possible to do.  All I've done here is use the fact the animated lcars have a single static lightmap, so I've created a new 'redalert' lightmap and use that as mapswap.   Of course it's a bit more fiddly than that, but that's basic idea/concept...
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: flarespire on November 01, 2011, 03:31:41 PM
and its a bloody brilliant idea too!
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Lurok91 on November 30, 2011, 03:49:05 PM
So...getting back into modding and unfinished projects...one of reasons put Flyer on halt was wanted to experiment with putting in side windows and three-pronged viewscreen.  Still kinks to work out, but first pic results below.  Not entirely sure if will work completely but will continue until does or doesn't  :)  If experiment works, might revisit Type9/Valkyrie and boolean out windows in those too and re-release.  If doesn't work, will just release Flyer with blacked-out windows as current.

EDIT: replaced screwed-up texture pics as now fixed problem.
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: flarespire on November 30, 2011, 04:41:39 PM
And lurok does it again!  :dance youve yet again pushed the boundries of BC and achieved and incredible feat, i think you getting near that "BC Modding GOD" status, cookie for you sir!
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Morgan on November 30, 2011, 05:55:11 PM
The whole side window issue does hold back any shuttle set (with the exception of the runabout set thanks to window covers).  For that we can thank the engine and/or the way the game is coded.  Here's to hoping you get the kinks worked out.   :drink2:

*cookied*
Title: Re: Delta Flyer/Nemesis Sovereign Bridge WIP
Post by: Lurok91 on December 01, 2011, 10:53:58 AM
Replaced pictures posted yesterday (see above) as sorted out texture/UVW problem.  Having had chance to test out now, throws up interesting questions.  The replacement viewscreen is three-sided (like a box with fourth wall and top & bottom removed).  So intrigued that the target object (ship) appears in the right-hand screen (window to left of player), rather than the centre plane as would have imagined.  Wonder if it's something to do with way player viewpoint is coded in relation to viewscreen?  Maybe usssov, defiant or JB2005 might have some ideas...
Title: Re: Delta Flyer - need help with scripting/viewscreen/windows issues
Post by: Lurok91 on December 29, 2011, 11:22:51 AM
I'll wait and see if anyone has any advice re; centreing look-at on new viewscreen as above. I think it's a scripting issue.  If no joy within a week, I'll put experiment on backburner and just release flyer bridge as is with closed windows.
Title: Re: Delta Flyer - need help with scripting/viewscreen/windows issues
Post by: Bren on January 01, 2012, 03:27:32 PM
Did you try re-orienting the viewscreen object's axes?
Title: Re: Delta Flyer - need help with scripting/viewscreen/windows issues
Post by: Lurok91 on January 03, 2012, 05:02:15 AM
Interesting idea  :thumbsup:   How would you do that? 
Title: Re: Delta Flyer - need help with scripting/viewscreen/windows issues
Post by: Bren on January 03, 2012, 11:37:01 PM
I don't know how to do it in Max, it was a feature I used to use when I modelled in Truespace. It's basically re-aligning the object's local coordinate system with respect to the global coordinate system of the modelling environment.

After a quick search through Milkshape, I can't find anything resembling it there, either. I thought it would be a standard feature in modelling programs, but I'm not sufficiently familiar with Max to know. It might be peculiar to Truespace.

I imagine you could achieve the same effect by remodelling the 3-sided viewscreen 90 degrees to the left, and then rotating it into position. The objects local axes should implicitly be 90 degrees off of the current version, and the image would hopefully be centered then. Might be worth a try.

I wish I could be more specific, sorry.
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Lurok91 on January 05, 2012, 04:58:29 AM
So tried your suggestion but had same result. However, you were on right path and gave me inspiration.  *cookie*  I think majority of bridges & viewscreens (and prob ship models) are built along the x-axis.  So I did two things: built a new convex viewscreen, then re-oriented DF bridge along Y axis.  Picture results below (used Savoy map).   Naturally not perfect and still a few issues which may not be able to resolve:  tendency to stretch/distort as you move eyeline to extreme edges;  repeat of on-screen model image as you move eyeline to left edge.  But all things considered it's best ingame result got so far and it sorted out centreing issue.  I'll send a revised beta to original testers to get feedback.  Note that as model xyz changed I've also had to do new anims, scripts etc.  

Having tried Flyer, thought would quickly experiment with Type9-style cockpit also. Chose Valkyrie and chopped out side windows. Again pics below and results encouraging.  What I'll probably do is remake Valkyrie, Venture Scout and Type 9 with new front windows and VRAY lightmaps, so should look better.  
Title: Re: Delta Flyer - new side windows fix WIP
Post by: FarShot on January 05, 2012, 09:20:10 AM
Yay!!! :yay:
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Killallewoks on January 05, 2012, 10:19:53 AM
 :eek This is a great day for full fighter fights and everything else.
Title: Re: Delta Flyer - new side windows fix WIP
Post by: FarShot on January 05, 2012, 10:24:53 AM
Last night I took a Valkyrie and fought a Bird of Prey.  It was pretty frustrating.  This'll make it tons funner.
Title: Re: Delta Flyer - new side windows fix WIP
Post by: flarespire on January 05, 2012, 12:02:17 PM
*BOOM!* you hear that? thats the sound of lurok breaking another barrier in BC. I think he now has the right to call himself a bridge modding god. well done!  :yay:  :yay:  :yay:
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Bones on January 05, 2012, 12:07:55 PM
He IS bridge modding god ever since he completed first bridge and got it working in BC ;)
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Lurok91 on January 05, 2012, 12:33:09 PM
aw shucks,guys   :doh:  anywayz, here's vrayed Valk cockpit just to give flavour of how it and others will look when get round to lightmapping...
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Killallewoks on January 05, 2012, 12:36:01 PM
You sir are *Insert something awsome here*.

+1
Title: Re: Delta Flyer - new side windows fix WIP
Post by: tiqhud on January 05, 2012, 05:32:06 PM

5. Good points.
since tga have not changed, I guess it is pointless to say the Graphics are, good, so I wont say.


6. Bad points.
When starting on bridge 'camera' is oreinted to viewin backwards
NO loadingscreen [not terribly Important IMO]
and HARD to see a target vessel in side windows [but possible]

7. Other.  DONT FORGET to include before release
NO tgas in DATA folder of zip [know meant for beta]
the included 'sfx' folder didnot unzip [possibly there was nothing present]
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Lurok91 on January 06, 2012, 05:17:41 AM
Thanks for early feedback, tiq  :thumbsup:    Will still tweak a few things before final release after others feedback.  There will always be issues with centreing/distortion with this bridge layout and side windows but it's really just getting consensus whether that's enough of an issue to spoil gameplay.  PS:  don't worry, official release with have all tgas, screens, sfx etc  :)
Title: Re: Delta Flyer - new side windows fix WIP
Post by: leemason on January 06, 2012, 05:45:22 AM
Excellent work Lurok. Are going to redo all your shuttles bridges with the new screens as well as thoose very nice vray effects. Also I cannot find your venture scout/valkary cockpit on bc files to download again, you did release theese didnt you. Cookie
Title: Re: Delta Flyer - new side windows fix WIP
Post by: Lurok91 on January 06, 2012, 09:21:51 AM
Plan at present is that if testers all ok with new screen/windows I'll start with new VRAY/window versions of Valkyrie, Venture and T9 as these all share common body.  I probably won't rewindow Janeway shuttle as it's more canon with closed windows but I might VRAY it.   Type 6 and 8 think are ok as is. 

Valk/Venture should still be on BCF:
http://bridgecommander.filefront.com/file/ValkyrieVenture_Scout_cockpits;119476 (http://bridgecommander.filefront.com/file/ValkyrieVenture_Scout_cockpits;119476)
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Lurok91 on January 07, 2012, 05:20:40 AM
Ingame shots of redone Valkyrie/Venture.  Will post T9 later.  Only issue seem to be having at moment is setlookadj in character scripts doesn't seem to be working so can't centre view when press crew buttons.  Might be to do with new model/viewscreen axis.  Maybe Jimmy or one of testers can tweak when get beta.
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: flarespire on January 07, 2012, 05:42:23 AM
wow with the VRAY lighting this looks AWSOME, hope the kinks are worked out because this could be a really brilliant thing.
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: mckinneyc on January 07, 2012, 07:53:15 AM
Stunning
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: JimmyB76 on January 07, 2012, 10:47:45 AM
Might be to do with new model/viewscreen axis.  Maybe Jimmy or one of testers can tweak when get beta.
im sure i can sort that out for ya :)
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Bren on January 07, 2012, 12:34:37 PM
So friggin' fantastic! Well done - so glad I could help in some small way :D
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Lurok91 on January 08, 2012, 05:08:38 AM
So friggin' fantastic! Well done - so glad I could help in some small way :D

No, you helped in a big way by getting me to think differently. That makes all the difference  :)  Anyhoos, here's updated Type 9 ingame.   

And Jimmy, can I put you down for beta testing?  I'll probably upload in next day or so. 
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: leemason on January 09, 2012, 10:45:03 AM
Venture scout looks great with new vray effects and screen. The only problem is I think one of the crew is just popping through the console now and then, you notice it more if you stand at the back of the model (easy fix). And are any other of your testers having problems with the type9 zip file, it only downloads 8 mb and errors when I open it, all that aside that new view screen is just great.
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Killallewoks on January 09, 2012, 10:56:20 AM
Type 9 file wont open.  :(
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Shadowknight1 on January 09, 2012, 10:56:32 AM
I've gotta say, having the viewscreen like that is a huge improvement to the shuttle/fighter bridge concept!
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Killallewoks on January 09, 2012, 11:25:19 AM
After a quick test the Valkyrie bridge works like a dream, as you said in the read me the side streching thing is present but not game breaking. Look's great though when I fire the pulses fire to the left a little bit. Would show ya but I cant post an attachment.  :(
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Lurok91 on January 10, 2012, 05:37:37 AM
I'll try and upload new Type9 beta asap.  Thanks for feedback so far  :thumbsup:
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: leemason on January 10, 2012, 06:19:13 AM
type 9 now working looks even better now with side windows. Looks great when you are at warp and sat in the seated postion, thanks for answering my other question too.
Title: Re: Delta Flyer/Valkyrie/Type9 - new side windows fix WIP
Post by: Nexxus21 on January 10, 2012, 07:51:55 PM
All I have to say is Amazing...Absolutely Amazing!  Now for your next trick a 360 degree panoramic view :funny