Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Nighthawk on August 08, 2007, 03:44:29 PM
-
a bridge sketch wannabe I started to build in my spare time.
in case you wonder:
1- it's full from scratch
2- yes, it's the Generations chair.
3- yes, that's like the Son'a viewscreen.
4- yes, it will be released
5- I don't know when. when it's done.
-
hmm interesting
-
you could make this into the enterprise-F's bridge.
-
Any chance of you making a Son'a variant of this? Like you said, it is very similer to that bridge. Looks awesome so far though.
-
When I first saw this my reaction was
*Moan* "Not another sov bridge"
Then i saw the other screenies and it goes something like this:
:shock: :shock: :D :D
AWESOME!!!
-
you could make this into the enterprise-F's bridge.
it's an eeeeeeeearly TNG bridge. (pre-Galaxy layout, Ambassador soul and some Excelsior remnants)
I'll let DJ think who will do it or how.
Any chance of you making a Son'a variant of this? Like you said, it is very similer to that bridge. Looks awesome so far though.
hardly. I just merged this for fun, I'm not used to do bridges.
-
If you ever get the whole model and textures done, contact me and i'll give you the basics on LM and porting.
-
If you ever get the whole model and textures done, contact me and i'll give you the basics on LM and porting.
that will come in handy.
my weak point are the animations, but I think I can figure them out.
for porting I have nifskope (would need to add the nodes, tho)
what do you need for LM, besides VRay?
I'm handling the option of a late TNG bridge for, say, a light cruiser like the Saber or Steamrunner
I'll post some pics with color variants and some re-arrangements of the structure.
-
that will come in handy.
my weak point are the animations, but I think I can figure them out.
for porting I have nifskope (would need to add the nodes, tho)
what do you need for LM, besides VRay?
For LM you'll need any version of 3ds max after 5.
vray is optional, we use it to make the thing look better.
-
I did these ones with AC3D and povray.
I thought povray was a crap, but looks usefull. at least, the shading look fine.
(I have Max 9, btw.)
-
i like the middle one, red chairs and grey floor the best. Excellent work man.
I'm a decent hand with photoshop. if you ever need any texturing help let me know.
you know what i just realized this could be? A post-nemesis Akira class. Could also be the Enterprise F.
-
textures won't be much of a problem. maybe the LCARS and the pannels. I do need some help with the MSDs, tho.
opinions on these variants for TNG?
-
what's the difference? i still like the red chairs better
-
what's the difference? i still like the red chairs better
I added more floor around tactics and the turbolift doors are further back.
I'll make the early tng model with some consoles at the sides, and the late tng with consoles at the back and turbolifts at the side.
you know what i just realized this could be? A post-nemesis Akira class. Could also be the Enterprise F.
fits for an Akira?
-
Very nice work, I look forward to it's completion.
-
HELP, any bridge maker....!!!
can anyone port a sitting body from the .nif to .3ds/.obj for me?
it's for the scaling.
-
HELP, any bridge maker....!!!
can anyone port a sitting body from the .nif to .3ds/.obj for me?
it's for the scaling.
check the sdk http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455
-
perfect for an akira. keep it up man.
-
very nice!! fits an Akira well! :)
-
Great progress Nighthawk, it certainly works well as the Akira Bridge.
Good to see you around again as well, Sean.
-
I started to build the MSD, according to Memory Alpha, it has 19 decks.
anyone knows if the pod counts as deck?
-
Looks good as a Akira bridge
-
consoles per side: 2 or 3?
console layout: Galaxy (keypad and screen, 80/90?. w/hidden seat), Sovereign (1 KP, 2 SCR, w/hidden seat), Excalibur (1 KP, 2 extra-high SCR, w/seat) or TOS-Conie (single wide desk with KP sections. kinda TNG tactical console) style?
LCARS scheme: FC/Nem maybe. any other options?
-
Great progress Nighthawk, it certainly works well as the Akira Bridge.
i agree... its comming on quite nicely, tho id like to see the chairs reworked. captains chair is great tho the rest look a little blocky and we can use more polys on bridges now. not just limited to 7000ish
Good to see you around again as well, Sean.
cheers mate good to be back, took some time off to have a son, so im back just not as much time as before... anyway enough of that, lets get back on topic ay 8)
-
first approach at my first MSD ever
-
very nice on the MSD so far!!!
consoles per side: 2 or 3?
console layout: Galaxy (keypad and screen, 80/90?. w/hidden seat), Sovereign (1 KP, 2 SCR, w/hidden seat), Excalibur (1 KP, 2 extra-high SCR, w/seat) or TOS-Conie (single wide desk with KP sections. kinda TNG tactical console) style?
LCARS scheme: FC/Nem maybe. any other options?
i think maybe 3 consoles would look good... unless room is kinda tight, then 2 would look just fine...
as far as layout, i think a Sovereign style would look awesome... it would kinda link together a Galaxy-feel and a Sovereign-feel...
LCARS, i would go with the FC/Nem style...
so what happens after you put this baby together? are ya gonna try and take it further with scripting and animations and such to get into BC?
-
I'll try the variants for the consoles, then I'll make a poll to choose one
so what happens after you put this baby together? are ya gonna try and take it further with scripting and animations and such to get into BC?
heh, no, I think I'll let 3rd Era do the detailing.
I think I can make the animations myself, for the stock crew at least.
question for 3rd Era scripters: I was wondering.... if the Galaxy bridge offsets the camera when you look at Miguel and Brex (because of the console blocking your view), could it be possible to make that offset more evident and move the camera behind tactical so we can see Felix and the screen at the same time?
the console itself would block the empty captain chair, so nobody will see it empty.
I mean, like in this pic
-
if im not mistaken, as far as camera zooming to the character, it is in a fixed position to where the captain is sitting... i dont know if it is possible to make it jump to a different position, and then zoom...
-
The bridge oddly reminds me of a bowling alley, but great job so far:-)
-
i dont know if it is possible to make it jump to a different position, and then zoom...
it is. the stock Galaxy bridge does it.
turn around trying to mantain your rotation plain and you'll see that it starts moving up.
in the Intrepid, for example, when you zoom on felix, it jumps back to look forward, then zooms on the viewscreen
meh, now that I think it. we can do whatever we want with the camera. see LJ's Immersion.
better example than that? lol
EDIT: different versions of the consoles.
....and I'll go take my earned weekend rest lol.....
-
think you attached the same pic 3 times by accident..lol
looks great tho. not sure i'd have that kind of lcars on those consoles..but it's cool
-
think you attached the same pic 3 times by accident..lol
no he didnt lol look at the back consoles harder...
and i would say the Nem consoles are best...
-
are you going to put moving control panels, like in the new intrepid bridge?
-
it wouldnt matter anyway, since this is just a model... unless 3rd era picks it up or something, i dont think this will make it's way into BC... :(
-
So far this bridge look very promissing, but it would be cool if You could change pillars to more bowed = (like in movies) like those in sovereign bridge
-
I'm definitely liking where this one is going. Put me down for NEM-style consoles.
-
are you going to put moving control panels, like in the new intrepid bridge?
I don't know.
I can add support for them, but there's hardly a place to put them.
I think the model is roughly done. some tweaks here and there and it will be ok.
I'll start to build up the ceiling and finish the MSD in these days.
-
cool!, look forward to seeing it :D.
-
I don't know.
I can add support for them, but there's hardly a place to put them.
I think the model is roughly done. some tweaks here and there and it will be ok.
I'll start to build up the ceiling and finish the MSD in these days.
If I might make one polite suggestion: you might want to widen the consoles on the aft parts of the bridge and extend them further down the sides of the bridge so you don't have these large blank walls on the forward side of the bridge. Also, if Brex is supposed to be manning one of them, it'd be easier for the captain to have a direct line of sight to him rather than try to find him through the tactical console. Just a thought.
-
ya, that is a good point...
-
Just a quick question, are you going to have any1 sit in the seat on the left of the captain were troi sat in tng. Brex could sit there geordi did it during decent. Or is that a bad idea?
-
i think that is a bad idea personally. the crew belongs at there posts, unless you make that a post...
-
Thought it was a bad idea just that seat always looks so empty
-
If I might make one polite suggestion: you might want to widen the consoles on the aft parts of the bridge and extend them further down the sides of the bridge so you don't have these large blank walls on the forward side of the bridge. Also, if Brex is supposed to be manning one of them, it'd be easier for the captain to have a direct line of sight to him rather than try to find him through the tactical console. Just a thought.
I asked if 2 or 3 consoles would be better, but I went with 3 consoles for
1- lets me add a flat section in the middle, adding more space
2- stretches the overall size of them
3- less size on the mapping ;)
in the end, there's not much difference looking at Miguel or Brex in this bridge or in the Excalibur, for example. you do have space to clearly see Miguel above Saffi's head. hence the step I put behind the captain's chair.
Just a quick question, are you going to have any1 sit in the seat on the left of the captain were troi sat in tng. Brex could sit there geordi did it during decent. Or is that a bad idea?
maybe Troi.
maybe. a big one.
(who was trying to add Troi to the Galaxy?)
on local updates, I'm building the ceiling.
most likely it will be a dome, lighted from below, with arches holding it.
it's pointless to force your mind when nothing comes to it, tho. so this is the bridge this far.
-
Very nice dude, I'm impressed :)
-
Very nice dude, I'm impressed :)
no more than myself....... XD lol
matching ends and closing up..... we're almost there......
-
Where do the doors go, just out of curiosity?
-
can i make a couple of suggestions nighthawk?
The ceiling, IDK what you're planning to do with it, but i feel like it's the only thing left that could use some work.
The lightmapping, do all of the red alert lighting through Bridge Plugin texture swapping. If you dont know what i'm talking about, i'll show you, but doing the red alert lighting the old way on a bridge just makes things more complicated if you want to add more stuff in later thru bridge plugin.
other than that it looks amazing man. cant wait to see it in game.
-
Where do the doors go, just out of curiosity?
those on the back, one to observation lounge and head, and the other to the turbolift.
the left one, to turbolift
and the one next to the viewscreen, to the ready room.
The ceiling, IDK what you're planning to do with it, but i feel like it's the only thing left that could use some work.
yup, I still have to work on it
The lightmapping, do all of the red alert lighting through Bridge Plugin texture swapping. If you dont know what i'm talking about, i'll show you, but doing the red alert lighting the old way on a bridge just makes things more complicated if you want to add more stuff in later thru bridge plugin.
I know, those renders have the "emissive" property on those panels set to red. they actually don't have light.
the ones on the base (the white ones) will have own lighting. I'll turn them on in red alert, to light the floor. (so I think the floor will have texture swapping too)
the walls will also have a bit of light, more or less like the light on the Ent-D plaque: from the edge of the ceiling towards the wall and the floor.
-
nah man thats not what i'm saying. I'm saying you shouldnt have any texture properties set to red on the model itself. Just take all of the textures which you wish to turn red at red alert, and make them black. then when you create the bridge plugin file in Custom/autoload, script in texture swapping with another set of textures that make the lights red instead of black. Inevitably people will be scripting in even more red alert lights after this model has been completed, and they will only be able to do it through that BP file, but any texture swapping done in that will be out of sync with those emissive property lights. It's much easier to just do all texture swapping through the bridge plugin file in Custom/autoload, that way everything's in sync.
-
I know what you mean, it just that those renders are not what I'm going to publish.
I know what texture swapping is. in fact, I did those pannels specially having BP in mind. they are there for that reason.
I just can't take full use of this program because it has no renderer, I need to simulate the final effect.
-
okay man as long as you know. i just dont want this to turn out like the intrepid bridge V3. An amazing bridge, so well put together, but then they had the back red alert lights out of sync with the front ones cause they did the back with Bridge Commander Red alert lighting, and the front with Bridge Plugin texture swapping. It should have all been Bridge Plugin.
If you need a hand scripting in all of the BP texture swapping let me know, i'm pretty good at that.
-
This is coming along great. The only things I'd suggest adding would be replicators, the dedication plaque, or blinkies to the bare walls to add a little decoration to it, chairs for Miguel and Brex's stations, and/or some kind of console for Saffi and the other chair. You also might want to consider raising the station behind the captain's chair; it's awful short for someone to stand and use.
-
Looking great and i think you have got the perfect shape for the akira class bridge, cant wait to try haer out in game
-
Looking great. I assume those multiple ship MSDs at all the rear stations are just place holders until the final round of texturing?
-
I agree with replicators.
It looks great.
How about some small pannels running partway along the rails? Nothing big and bulky but just something a little extra so people can still work whilst watching the captain hancdle a given situation on the viewscreen lol.
-
can i make one more suggestion? best advice i can give when making a bridge is to make it as BP friendly as possible. By that statement, i suggest making absoulutely NO animated lcars. I know it sounds like a step backward for BC, but you can't do any Red alert texture swapping on textures that are animated. So if you have non-animated lcars, then you can swap them out for Alert Status Panels at red alert. just something to think about.
-
This is coming along great. The only things I'd suggest adding would be replicators, the dedication plaque, or blinkies to the bare walls to add a little decoration to it, chairs for Miguel and Brex's stations, and/or some kind of console for Saffi and the other chair. You also might want to consider raising the station behind the captain's chair; it's awful short for someone to stand and use.
I agree with replicators.
How about some small pannels running partway along the rails? Nothing big and bulky but just something a little extra so people can still work whilst watching the captain hancdle a given situation on the viewscreen lol.
yes, yes and yes.
I'll add at least one replicator somewhere.
what starship this far didn't have a plaque? ?.?
there will be chairs behind tactics and maybe in tactics too.
and the walls will be lightmapped for red alert. kinda Galaxy bridge.
can i make one more suggestion? best advice i can give when making a bridge is to make it as BP friendly as possible. By that statement, i suggest making absoulutely NO animated lcars. I know it sounds like a step backward for BC, but you can't do any Red alert texture swapping on textures that are animated. So if you have non-animated lcars, then you can swap them out for Alert Status Panels at red alert. just something to think about.
I think I said I WILL do it BP-friendly.
those maps are placeholders.
-
i was talkin about something different this time around nighthawk..sorry man..didnt mean to sound like someone pushin way too hard for something. it looks great. good to hear.
-
i was talkin about something different this time around nighthawk..sorry man..didnt mean to sound like someone pushin way too hard for something. it looks great. good to hear.
you mean map swapping for the animation itself?
I didn't see that in any bridge. maybe the Defiant, but I don't remember.
I saw how the EBridge is done, and I'm basing this off it. but anyways, LCARS are not even planned yet.
the definitive additions this far are:
-Left wall: small set of LCARS near the turbolift door - replicator
-Right wall: plaque near the ready room's door - small armory near the column (away enough from the turbolift door so the Security officer dominates the whole way from both lifts to the captain and the armory ;) )
-Back wall: red alert floor lights, below the MSD.
-chairs in all stations
-small lights above the back consoles.
on textures: I like that stripped wall, I'll try to make a new scheme like that without actually copying that one, which is from the Sovereign bridge
-
what i meant was, you know how most bridges, the lcars have like 5 different textures which continually cycle through to give the appearance of animated lcars? it's become the standard for most bridges, but unfortunately, leaves little room to mess around with them and add cool features.
they did something new with the intrepid bridge. No animated lcars computer panels. Just one texture. This allowed people to script in changes in the lcars at red alert, turning them into red alert computer panels. I actually wrote a script and made new textures for that on the intrepid bridge v3, but it was the only one i could do it on, because of the animated lcars on all other bridges.
check it out.
http://bc-central.net/forums/index.php/topic,1638.0.html
-
ok this one point is starting to kinda get dragged out lol
he's far from that step anyway...
-
Have you considered having the forward doors on each side of bridge in the middle of those blank walls instead of the current arrangement, like the galaxy bridge.
You probably want to keep the doors where they are but to me it looks kind of haphazard to have the doors like that. I think having a symmetrical bridge would look more organized.
Just a suggestion, either way it looks wonderful.
-
You probably want to keep the doors where they are but to me it looks kind of haphazard to have the doors like that. I think having a symmetrical bridge would look more organized.
Just a suggestion, either way it looks wonderful.
in fact, I tried to add a bit of asymetry right from the model itself. adding the crew and the extras will add even more. but actually, even the Galaxy is asymetrical.
I'm on the final stages of building the ceiling. the central lamp design is harder than I thought. maybe I'll throw some pics here by this evening.
-
question for 3rd Era scripters: I was wondering.... if the Galaxy bridge offsets the camera when you look at Miguel and Brex (because of the console blocking your view), could it be possible to make that offset more evident and move the camera behind tactical so we can see Felix and the screen at the same time?
the console itself would block the empty captain chair, so nobody will see it empty.
I mean, like in this pic
Only the camera target moves to the character at focus, not the camera position.
So, if i got it right, there?s no way to translate it to that position without propper scripting.
-
Only the camera target moves to the character at focus, not the camera position.
So, if i got it right, there?s no way to translate it to that position without propper scripting.
I meant the camera itself.
I work with cameras at Max and sometimes I refer to the target as the camera itself, cuz I handle the camera moving the target.
but, my point is: you can move the camera. the camera is an object, so it has an explicit XYZ.
wheter you make it fixed or zoomed, that's other matter, but you can take the camera out of position. that was done since the stock BC (Episode I and III, out of the turbolift. LJ's Immersion, etc.)
-
Looks good, but you might wanna consider breaking up those side walls with something, maybe some alert lights - or a doorway - or maybe some more LCARs
-
ya i gotta agree...
-
ahem ^ ^
(last post of previous page)
EDIT: I've been thinking on a new tecnique that would allow both animated LCARS and map swapping in the same display.
a bit tricky, but I think it will work.
wanna argue it?
-
I meant the camera itself.
I work with cameras at Max and sometimes I refer to the target as the camera itself, cuz I handle the camera moving the target.
but, my point is: you can move the camera. the camera is an object, so it has an explicit XYZ.
wheter you make it fixed or zoomed, that's other matter, but you can take the camera out of position. that was done since the stock BC (Episode I and III, out of the turbolift. LJ's Immersion, etc.)
yes, like i said, the camera cannot be explicitally moved without scripting.
The turbolift one is a preset animation done in a nif.
The zoom and focus is done by positioning the target and changing the zoom, not moving the camera.
It's possible, but would require real scripting to be done, like on walkfx which actually changes the XYZ values of the camera to make you able to walk around.
-
yes, like i said, the camera cannot be explicitally moved without scripting.
... unless, as you said, I use the .nif animation to move the camera. OR, use the scripting itself.
I can make an animation for it that moves it behind tactics. it would work just for this bridge.
tho, I don't know if it will affect playability.
or, in the other hand, detect the press of F2 and move the camera.
once I finish the bridge, I'll be talking to you so you can introduce me to porting animations and characters. ok?
-
ahem ^ ^
(last post of previous page)
oh come on now, you know no one reads previous pages in threads, that's just a common rule lol j/k :P
(i actually didnt even catch that post until you pointed it out just now lol)
-
small update on the MSD.
didn't have much time lately, so it's an overall drawing attempt.
the drawing itself is ported from Autocad. once it's finished, I'll convert it to .wmf and port it to photoshop, so the lines will be way much smoother.
-
very nice!!
-
Gorgeous Man. Hey if you ever want any extra help with lcars creation, i'd be happy to lend a hand.
-
Hey if you ever want any extra help with lcars creation, i'd be happy to lend a hand.
sign that I'll need it.
-
what are the pixel dimensions of your msd in the model right now? i'll take a shot at it.
-
what are the pixel dimensions of your msd in the model right now? i'll take a shot at it.
1024x711 (had some troubles cropping it. it should be 1024x768)
but better look at the original. 1600x1200.
check your inbox
-
may wanna double check the link you sent me..lol....i dont think it's the same thing you had on the pic posted on this forum.
-
no? is it white?
just invert it and it will be white-on-black.
-
i have this if its any help to you
-
i have this if its any help to you
-.-
*"sucker" banner over my head*
lol, where did you get it?
-
well i saw something similar on here
http://www.joseralat.com/forum
so im guessing maybe from there
-
now that's funny.
the first time I went to okudagrams.com was to search an akira msd. although I searched all variants of that name, couldn't find anything similar to this.
I'll use it as template to build a new one. I heard that Ralat doesn't allow his MSDs to be shown on games or such.
-
yes its under u.s.s akira on page 4/5 i think of the lcars forum for members
~Jb06
-
passing to throw some updates.
this is the first attempt at real lighting. I still have to work my way around lightmapping, but this is a starting
-
That looks great! It turn out to be a very nice bridge, keep up the good work!
-
Really wierd angle, but I love it! Akira bridge! Since my original bridge plans for the Akira fell through, this leaves me more time to work on some bridges like the Curry/Raging Queen and Constellation.
-
Looks great.
-
awesome, keep it up.
-
Nice. Still looks like a lot of wasted space between the helm station and where the player would be sitting but its coming along nicely.
-
Nice. Still looks like a lot of wasted space between the helm station and where the player would be sitting but its coming along nicely.
I was just thinking on adding a step between the captain and the conn, like the excalibur.
actually, yes, there is emptyness, but it can be the angle of the camera. it's taken for widescreen, so 80? FOV.
in human scale there might be ~1.0/1.5 meters between the player and ops.
last one for today.
kinda fits, but.. I don't know....
opinions?
-
last one for today.
kinda fits, but.. I don't know....
opinions?
Opinions on what? You havnt posted anything after my last post.
-
Nice, i like the lighting, but i think agree with billz... there's too much wasted space. maybe shrink it abit?
Btw billz there is a screenshot. reload and you will see it.
~Jb06
JL Studios
-
I see it now. My mistake. Sorry about that.
-
floorplan, to scale distances
I maybe should resize the chairs
-
Well, it's roomy! :P
It'd be nice to resize it a little to make it more cramped around the edges, with the majority of the empty space being in the center of the bridge. That usually seems to be the way Starfleet designs them.
-
Maybe you should cut down on the space on the forward third of the bridge, moving everything back a little closer to the center seats. And/or, perhaps raise those three seats on a platform of their own like the Generations Galaxy bridge with steps and underlighting. But then, you'd have to fiddle with the tactical station since the captain's head would be blocking whoever was standing there.
-
I like the idea so far, but I agree it seems empty. Are you going to add more colour to the floor? Try to do an outline like on the sov bridge, as it looks bland at the moment sorry.
-
I like the idea so far, but I agree it seems empty. Are you going to add more colour to the floor? Try to do an outline like on the sov bridge, as it looks bland at the moment sorry.
yes, that was on my plans
-
ok sorry
-
maybe this one should be accurately sized....
never a better use of the term "skeleton crew". :funny
-
That's sooooooooooooooooooooooooo much better.
I actually love it, since that's pretty close to the vision I had for the Akira bridge.
-
one thing i've noticed is that the chairs dont look very comfortable. the captain's chair looks great..but the rest look like they could start to hurt after a couple hours on duty. not cool. maybe thicken the cushions on them and make them a little more ergonomic?
-
Hey, the tac officer can stand there without bending down to reach it. Guess those crash test dummies put it all into pretty good perspective.
-
It's starting to come together can't wate and looks good no cool is the word.
-
I like it! LOL Keep the test dummies they look a lot more accurate than the orignal crew :P LOL
Good work!
-
If I might make a suggestion, perhaps an idea would be to add a console next to what i'm assuming are the First Officer and "Counselor/VIP" chairs? Think it would be appropriate for the Captain, or in the very least the First Officer, having access to a computer to find out what's going on :P
-
Maybe they have controls in the armrests like the captain does.
-
If I might make a suggestion, perhaps an idea would be to add a console next to what i'm assuming are the First Officer and "Counselor/VIP" chairs? Think it would be appropriate for the Captain, or in the very least the First Officer, having access to a computer to find out what's going on :P
I wanted to add one, but I haven't decided the shape yet. maybe TNG style but between the captain and the other chairs, instead of the other side like in TNG.
-
I think that might be too big. Maybe Ent-E style?
-
Or perhaps, Voyager-esque style on both sides of the captains chair, allowing access for both the captain, XO and VIP?
-
Or perhaps, Voyager-esque style on both sides of the captains chair, allowing access for both the captain, XO and VIP?
could do, but I don't want to screw myself with the animations :P
perhaps the simple arm between the chairs, with retractile pannel, like voyager.
although, the captain already has hand pannels on the chair.
well, I'll play around a bit and see what happens lol
-
I think the chairs may a little too far apart for that to work. On the Intrepid bridge, the Captain, XO and guest all sit fairly close together in a straight line.
Awesome work here! Can't wait to see the final!
-
first approach, small preview.
I ended up with this after looking at a small spring-based flashlight, for books.
-
It's novel, and pretty cool looking, but a little complicated, even for Starfleet.
Plain old Voyager springboard would look nice, but it's your bridge, and I'd use it regardless :P.
-
second try.
still eye-candy, but simpler ;)
-
Very cool! im likin your style :D
~Jb06
JL Studios
-
They look sooo cool! But perhaps a dit excessive for an Akira bridge :P! On something like the USS Relativity, or maybe the Ent-F, but I'm not sure about Akira. Still frigging awesome though!
-
Ok, now THAT one I like. It's still a little complicated, but perfect for a more modern Akira. I may decide to make a pre-TNG Akira bridge someday based off yours, but this is perfect for the era BC is set in.
-
Ok, now THAT one I like. It's still a little complicated, but perfect for a more modern Akira. I may decide to make a pre-TNG Akira bridge someday based off yours, but this is perfect for the era BC is set in.
lol, and even this was meant to be pre-tng!
-
It's an interesting concept, but I'm wondering if it'd be a simpler matter for you just to have something permanently in place. Scripting it might be a bear, especially if you're doing two of them.
-
Ok, now THAT one I like. It's still a little complicated, but perfect for a more modern Akira. I may decide to make a pre-TNG Akira bridge someday based off yours, but this is perfect for the era BC is set in.
lol, and even this was meant to be pre-tng!
In that case, you need MORE WOOD PANELLING! :P
-
It's an interesting concept, but I'm wondering if it'd be a simpler matter for you just to have something permanently in place. Scripting it might be a bear, especially if you're doing two of them.
indeed. I want to ask Legacy or MLeo how is it done, and what I need. if it's too hard, then I think I'll screw it and use a fixed pannel, but it's something I'd like to see added.
EDIT: definitely, MSDs are not my strenght :( , but it wouldn't be a proud federation bridge without one, despite the crappyness. I'll try my best at it, but if after that it still doesn't please me, I'll go search one on the web, or ask for one here.
-
Good start
-
last one and I rush out of work before my boss catch me lol
-
Perhaps you should slow down the animation just a tad, it looks like the display is just flipping at the speed of sound.
Also, shouldn't the Captain have something? Perhaps a popup on the chair itself?
-
Sean already gave you an Akira MSD on page 3. You could use that one.
-
Perhaps you should slow down the animation just a tad, it looks like the display is just flipping at the speed of sound.
Also, shouldn't the Captain have something? Perhaps a popup on the chair itself?
Nah, he's got enough on the armrests to keep him occupied. And I agree on the animations; don't overdo it. If you're going to put in something retractable, make it quick yet subtle. Actually, if I might suggest something if you're still keen on doing this, put in a permanent pedestal and have the screen pop in and out of that rather than have the whole thing come out of the floor. I'd also recommend moving them to the opposite sides of the XO/VIP chairs so the captain's not (hypothetically) tripping over them.
-
Actually, if I might suggest something if you're still keen on doing this, put in a permanent pedestal and have the screen pop in and out of that rather than have the whole thing come out of the floor. I'd also recommend moving them to the opposite sides of the XO/VIP chairs so the captain's not (hypothetically) tripping over them.
went on that.
reshaped and re-animated.
I have a second version for it, in case this doesn't work.
can anyone explain me how does the process of animation work in-game? I mean, what's done to have this animations, besides the ovbious need of models
-
wow if you can pull this off in game it would be freaking awsome
-
ah!, finally something I can use to draw...!
Autocad is powerfull, but not accurate for this, that's evident lol.
I never thought I was going to use Max for 2d drawing. in fact, I used to hate Max.
-
ah!, finally something I can use to draw...!
Autocad is powerfull, but not accurate for this, that's evident lol.
I never thought I was going to use Max for 2d drawing. in fact, I used to hate Max.
Err, photoshop is your friend.
If you rather use vectors, well go for coreldraw or illustrator.
-
I'm good at corel, but the compy is not mine, and max is the only common tool I have.
would do for now
EDIT: LC, any ideas if the bridges support materials with bump mapping?
-
EDIT: LC, any ideas if the bridges support materials with bump mapping?
Do you think there's any reason why we would not be using then if the engine could?
There's no way to make the engine support normal maps, and as you know, bump mapping cannot be runned in real time, only normal mapping.
-
Great work! Like the way you did the chairs, and the console behind the capt. chair :D
-
Dude, this thread is over 7 months old!
-
Great work! Like the way you did the chairs, and the console behind the capt. chair :D
Cpt Brahms, please do not resurrect old threads.
El