Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: CaptainGMAN on July 16, 2007, 02:05:59 PM
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How do you tell a extra were to stand or sit?
like on the Constitution bridge.
PLEASE HELP.
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You want to poison them? Well, you can make Saffi burst into flames, but I don't know about poisoning your crewmembers. *wink*
I understand your comment, but please, let's try to be constructive.
Assuming you want to change the position for the extra, well, it's setup on the bridge animation nifs.
you would need to make new anims for that.
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Whew! I didn't even know it was that complicated. I thought it was a matter of XYZ positioning in scripts...
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This what I want to do.
I want to put an Female Extra in the extra seat on the Galaxy Bridge.
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AFAIK, he can put a character wherever he wants, then call any animations already done for it.
in this case, he should call Picard's animations.
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I want to put an Female Extra in the extra seat on the Galaxy Bridge.
Sounds interesting. Will you be releasing this when it's completed, or is it just for personal use?
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If I can do it.
There is a plan.
*update*
I got her on the bridge but not in the seat.
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Sounds interesting. Will you be releasing this when it's completed, or is it just for personal use?
Well i think unless Gman has changed his mind this mod is for the TNG Crew n Uniform mod so then the famous Deana Troi can go in her rightful place next to the captain
thanks
~Jb06
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no I have not i just was not going to tell yet. :D
*update*
With the Help of Rob Archer Last Nite I got this.
and she did not show up on the Galaxy at all.
But he has no idea what to do now so I need someone who knows Bridges.
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Add me to msn, i'll try to help at the few time i have online.
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Im looking for the xyz Positions what py are they in?
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Im looking for the xyz Positions what py are they in?
If you mean things like DBEngineering, in the nif.
Otherwise, in the character files (scripts/Bridges/Characters)
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pMaleExtra1.SetLocation("EBL2M")
I mean the one that makes EBL2M and the others.
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Those are done from inside the nif.
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I did not know that.
Back to were I was before.
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get NifSkope and open the bridge. you'll notice some nodes attached to several parts of the bridge.
IIRC, those nodes are named. what you call on the script is the name of the node. if you want to change the position of a character, set it in a node, then offset it manually.
the animations are also relative to those nodes. if you open an animation (say, Picard's entry animation), you won't see it right in front of your eyes, but to the right part of the bridge, then it will walk down to the captain's chair and then sit down.
what I mean, is that if you rotate your view, you won't rotate around the animated character, but around a 0,0,0 of coordinates that is equal to the 0,0,0 of the bridge model.
if you want to add yet another character beside those already added in the stock bridge, you'll probably have to edit the bridge itself to add a new node.
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Ok I got NifSkope and still working on how to use it.
Still have not found the nodes.
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get NifSkope and open the bridge. you'll notice some nodes attached to several parts of the bridge.
IIRC, those nodes are named. what you call on the script is the name of the node. if you want to change the position of a character, set it in a node, then offset it manually.
the animations are also relative to those nodes. if you open an animation (say, Picard's entry animation), you won't see it right in front of your eyes, but to the right part of the bridge, then it will walk down to the captain's chair and then sit down.
what I mean, is that if you rotate your view, you won't rotate around the animated character, but around a 0,0,0 of coordinates that is equal to the 0,0,0 of the bridge model.
if you want to add yet another character beside those already added in the stock bridge, you'll probably have to edit the bridge itself to add a new node.
I never saw those, but I think those nodes are dummy placements as references.
The actual XYZ origin of any animation is set by the biped center of mass keyframes, which means at the nif animations.
That's how we ever done then.
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Jeez! Is something that sounds so simple really this complicated? Wow... If I had absolutely any idea how to help, I would.
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Jeez! Is something that sounds so simple really this complicated? Wow... If I had absolutely any idea how to help, I would.
It's not really complicated, but relies on doing a new animation file.
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its actually pretty simple when you get used to it, problem is that the whole system is too simplistic.
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the animations i want are made for what i want to do.
its just that the game can't see the node for the guest seat in QB.
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the animations i want are made for what i want to do.
its just that the game can't see the node for the guest seat in QB.
To be honest, i don't think the nodes nighthawk mentioned have anything to do with the positioning, honestly.
You just need to load an extra character using the bpcore and use the current seated animation for the guest, taking you want to do that with the galaxy bridge.
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and the sove
I have no idea what your tlaking about. :o
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and the sove
I have no idea what your tlaking about. :o
I suggest you take a peek at the bridge scripts, then you can understand what i mean for calling animations at the bridge file.
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PreloadAnimations am I right?
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PreloadAnimations am I right?
Those are all the animations a bridge pre-loads for use.
Then at each crewmen .py file you have the ones they call for use.
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So let me see if I understand this right.
You look through PreloadAnimations, find the animations you need, and then go into the crewman .py files and call those animations?
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So let me see if I understand this right.
You look through PreloadAnimations, find the animations you need, and then go into the crewman .py files and call those animations?
More or less.
At this case that will work, but to add another crewmen to a bridge you need to create a new crewman.py file and load it as an extra character either the classic way bc does or using Bridge plugin.
In any case it'll be bridge specific and will need to have the initial position setup using the scripts/autoload/bridge.py
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say that again i can't find it.
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Okay, ima try this again:
Create a new crewman py, such as "GalaxyBridgeExtra.py", and then call up the character to the correct bridge, along with the animations?