Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: CaptainGMAN on July 16, 2007, 02:05:59 PM

Title: Bridge Extra Positioning
Post by: CaptainGMAN on July 16, 2007, 02:05:59 PM
How do you tell a extra were to stand or sit?

like on the Constitution bridge.

PLEASE HELP.
Title: Re: Bridge Extra Poisoning.
Post by: Legacy on July 16, 2007, 03:32:54 PM
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.
Title: Re: Bridge Extra Positioning.
Post by: Mustang on July 16, 2007, 03:35:32 PM
Whew! I didn't even know it was that complicated. I thought it was a matter of XYZ positioning in scripts...
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 16, 2007, 03:40:43 PM
This what I want to do.
I want to put an Female Extra in the extra seat on the Galaxy Bridge.
Title: Re: Bridge Extra Positioning.
Post by: Nighthawk on July 16, 2007, 05:24:37 PM
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.
Title: Re: Bridge Extra Positioning.
Post by: trekker670 on July 16, 2007, 07:09:14 PM
Quote
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?
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 16, 2007, 07:58:36 PM
If I can do it.
There is a plan.

*update*

I got her on the bridge but not in the seat.
Title: Re: Bridge Extra Positioning.
Post by: Jb06 on July 17, 2007, 03:29:59 AM
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
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 17, 2007, 09:04:08 AM
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.
Title: Re: Bridge Extra Positioning.
Post by: Legacy on July 17, 2007, 09:51:47 AM
Add me to msn, i'll try to help at the few time i have online.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 30, 2007, 12:54:52 PM
Im looking for the xyz Positions what py are they in?
Title: Re: Bridge Extra Positioning.
Post by: MLeo on July 30, 2007, 01:05:40 PM
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)
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 30, 2007, 01:40:58 PM
Code: [Select]
pMaleExtra1.SetLocation("EBL2M")
I mean the one that makes EBL2M and the others.
Title: Re: Bridge Extra Positioning.
Post by: MLeo on July 30, 2007, 01:42:56 PM
Those are done from inside the nif.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 30, 2007, 01:44:02 PM
I did not know that.
Back to were I was before.
Title: Re: Bridge Extra Positioning.
Post by: Nighthawk on July 30, 2007, 02:30:18 PM
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.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 30, 2007, 03:04:44 PM
Ok I got NifSkope and still working on how to use it.
Still have not found the nodes.
Title: Re: Bridge Extra Positioning.
Post by: Legacy on July 31, 2007, 08:10:56 AM
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.
Title: Re: Bridge Extra Positioning
Post by: Mustang on July 31, 2007, 10:40:51 AM
Jeez! Is something that sounds so simple really this complicated? Wow... If I had absolutely any idea how to help, I would.
Title: Re: Bridge Extra Positioning
Post by: Legacy on July 31, 2007, 11:40:52 AM
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.
Title: Re: Bridge Extra Positioning
Post by: Mark on July 31, 2007, 12:14:11 PM
its actually pretty simple when you get used to it, problem is that the whole system is too simplistic.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on July 31, 2007, 07:20:01 PM
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.
Title: Re: Bridge Extra Positioning
Post by: Legacy on August 01, 2007, 08:51:30 AM
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.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on August 01, 2007, 11:32:15 AM
and the sove
I have no idea what your tlaking about. :o
Title: Re: Bridge Extra Positioning
Post by: Legacy on August 01, 2007, 12:08:55 PM
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.
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on August 01, 2007, 12:26:22 PM
PreloadAnimations am I right?
Title: Re: Bridge Extra Positioning
Post by: Legacy on August 01, 2007, 01:07:39 PM
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.
Title: Re: Bridge Extra Positioning
Post by: Mustang on August 01, 2007, 01:25:00 PM
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?
Title: Re: Bridge Extra Positioning
Post by: Legacy on August 01, 2007, 02:08:22 PM
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
Title: Re: Bridge Extra Positioning
Post by: CaptainGMAN on August 01, 2007, 02:14:43 PM
say that again i can't find it.
Title: Re: Bridge Extra Positioning
Post by: Mustang on August 01, 2007, 02:29:22 PM
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?