Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: newman on August 17, 2007, 12:25:37 PM

Title: Danube class interior
Post by: newman on August 17, 2007, 12:25:37 PM
Hi everyone, I'm new to this forum (although I've been downloading and modding my
installation of BC for years now). One thing I alway felt we needed more was bridges.
For a while now, I had this idea to make a danube class runabout interior as a bridge for BC.
The idea is to make not just the cockpit, but the rear part of the craft's interior as well,
enabling the player to move about the ship using the walkfx plugin (it's not exactly a galaxy
class - although I'm by no means a programer/scripter, I feel that making the runabout's
interior is feasible). Also, my plan is to make two versions - the 'early' and 'late' versions of the
runabout interior (the early has the transporter in the cockpit, while the late has a small room with
the transporter behind the cockpit, and a tactical panel where the transporter used to be). Both would install as separate bridges into the game.
I'm an experienced modeller, so I can model and texture the interior, as well as export to .nif.
I can also animate (doors and stuff). Unfortunately, that's where my expertise stops - and I need
someone's help to get it all in game when it's done. I'd learn to do it myself, but I have a lot of real
(as in, paying) work to do as well and I'll be stretching myself to make the textured model as it is.
I just wanted a runabout interior in BC for a long time now, and I'm tired of waiting for someone
else to do it  :D
I use 3DS Max 8, as I said I have the nif tools pluging for it and I can export.
I need someone - preferably someone who's done bridges before - to place the crew around, help
me with animated lcars, do all the scripting, generally all that's needed with getting it in game.
If you decide to join me you'll of course be credited with your part of the work. You should also
know that if finished, this will be a completely free project, anyone will be able to download and
use it at will, and I won't make a dime out of it. And, neither will you - I'm doing this for fun :)
Interested? Leave a message here and I'll get back to you.

In short:

My part of the work: modelling, texturing and animating
Your part of the work: everything else needed to make it a viable bc plugin

Title: Re: Danube class interior - help wanted
Post by: bsilver2988 on August 17, 2007, 05:04:33 PM
I'm in, i can do textures, Bridge plugin scripting, texture swapping.  we'll need someone else for character placement and character animations
Title: Re: Danube class interior - help wanted
Post by: newman on August 17, 2007, 05:12:27 PM
Perfect! Welcome aboard! That brings the total number of team members up to.. 2! :)
We still need someone for character placement and animations, so if anyone can assist we'd appreciate it.
Sending you a private message to arrange the details.
Title: Re: Danube class interior - help wanted
Post by: Legacy on August 17, 2007, 09:03:30 PM
max 8 and niftools are not a way to get a bc useable model.
Models need to be exported using max 3 or milkshape at most.

Animations were never tried at other than max 3 with character studio.

As for the request you've made, it's the same we heard before. You have a model and want it ported.
Sadly i must give the usual reply, only 3 of us at the 3rd era team can actually put a bridge ingame, and time is something we don`t have plenty.
Only help we may give you is offer to teach you how to do it, or put it on the queue.

LC
Title: Re: Danube class interior - help wanted
Post by: newman on August 18, 2007, 02:55:48 AM
Actually, I already have someone who'll script it into the game (bsilver kindly offered his expertise in scripting for BP). What we still need is someone to place the characters around.
A question about max3: is it really neccesary? When installing nif tools into max 8, it specifically asked me for what games will I be using it so it can configure itself properly. Bridge Commander was on the list, and I installed it specifically for BC. If that won't work, can I import 3ds into milkshape and avoid the very old max 3 - I haven't seen a copy of it in years?
And of course, if there's a bridge modding tutorial out there you can point me at, or just offer advice along the way, I'd be very grateful.
Title: Re: Danube class interior - help wanted
Post by: FekLeyr Targ on August 18, 2007, 07:15:18 AM
I can look for sounds for the interior. I also can test the interior.
Title: Re: Danube class interior - help wanted
Post by: newman on August 18, 2007, 08:20:52 AM
I can look for sounds for the interior. I also can test the interior.

Yeah, sounds shouldn't be a major problem, there's plenty of them around on the net. The ones used on existing bridges in BC are also quite good, imo. But, if you want to look, knock yourself out - but we'll need pretty darn good ones if we're to replace the ones already in the game..
As for the testing, as I said in the other forum, provided we get to that stage, you can test all you want. The main problem now is to get someone to help out with the scripting bit. Bsilver will script it into the game and he can script for BP, so we just need someone to help out with the character placement.
But first, we'll need the textured model, and right now I have some work to do so I won't be able to work on the mesh for at least a couple of days.
Title: Re: Danube class interior - help wanted
Post by: Legacy on August 18, 2007, 01:57:09 PM
Actually, I already have someone who'll script it into the game (bsilver kindly offered his expertise in scripting for BP). What we still need is someone to place the characters around.
A question about max3: is it really neccesary? When installing nif tools into max 8, it specifically asked me for what games will I be using it so it can configure itself properly. Bridge Commander was on the list, and I installed it specifically for BC. If that won't work, can I import 3ds into milkshape and avoid the very old max 3 - I haven't seen a copy of it in years?

Nifskope compatibility is still under development, i don`t actually know if it can actually generate any nifs the game can work over.
As for milkshape, teorically it could do the job, but it`ll depend much more on the third part plugin written for it then anything else, and it were never tested with any kind of animations, however i know it can handle models.
Like i said, we never tried anything aside max 3 in deep, simply because the alternative were no better.
So, sadly i`m afraid max 3 is still a need.

Quote
And of course, if there's a bridge modding tutorial out there you can point me at, or just offer advice along the way, I'd be very grateful.

Nope, i never got the time to write one, and so far, only i, mark, sean and LJ - i think (and the retired Viper) could ever port a bridge ingame properly.
Title: Re: Danube class interior - help wanted
Post by: newman on August 18, 2007, 07:37:31 PM
Nope, i never got the time to write one, and so far, only i, mark, sean and LJ - i think (and the retired Viper) could ever port a bridge ingame properly.

That would explain why there's relatively few new bridges compared to new ships out there..
I'd still like to try. If your offer about teaching me still stands, I'd be happy to accept.
Right now I just wanted to see if I could get people willing to help, first thing needed for this mod will be the model and textures, and I can't work on them for the next couple of days (weeks?) due to work piling up. Once I do complete and texture the mesh I'll be back..
Title: first screens
Post by: newman on August 20, 2007, 04:41:41 PM
Ok, I started modelling. On the attached pics you can see the initial mesh of the cockpit, old danube class version with the transporter pad inside the cockpit. I'll do the more modern version as well. I'm still missing the chairs, and the rear of the craft, plus some details before starting to texture, but it's getting there. Hope you guys like it.

I have a question: does anyone know what kind of a polycount I should be aiming at? Thanks.
Title: Re: Danube class interior - help wanted
Post by: Jb06 on August 20, 2007, 07:52:59 PM
looks good so far.

on the poly count issue 20,000 is the average size for a bridge. the intrepid was 23,000 but people started moaning on lag issues. so yeh max prolly 23,000. i think

~Jb06
Title: Re: Danube class interior - help wanted
Post by: Legacy on August 20, 2007, 08:09:08 PM
It looks pretty, but i see it`s also intensive.. lots of segments at the smoothing edges.
i would say 20k is a target with all the furniture, if possible, better keep it around 15k.
Title: Re: Danube class interior - help wanted
Post by: newman on August 20, 2007, 08:10:26 PM
looks good so far.

on the poly count issue 20,000 is the average size for a bridge. the intrepid was 23,000 but people started moaning on lag issues. so yeh max prolly 23,000. i think

~Jb06

It looks pretty, but i see it`s also intensive.. lots of segments at the smoothing edges.
i would say 20k is a target with all the furniture, if possible, better keep it around 15k.

Ok great, I'm in the clear then.. I'm at about 8,000 atm. And that's the newer version then you can see posted, with the chairs and the corridor behind the cockpit. Might even make the aft section of the craft, then, with the table and the chairs.. I just hope I'll manage to get it ingame :)
I was worried you'd say 7-8 k as the maximum. When I imported nifs from existing bridges into max that was the usual polycount. Didn't try intrepid though..
Do you count the bridge crew into the polycount as well? If so, I'll have to deduce about 4000 polys from the 15-20 limit for them.
At any rate, thanks!
Title: Re: Danube class interior - help wanted
Post by: Sean on August 20, 2007, 08:21:19 PM
Ok great, I'm in the clear then.. I'm at about 8,000 atm. And that's the newer version then you can see posted, with the chairs and the corridor behind the cockpit. Might even make the aft section of the craft, then, with the table and the chairs.. I just hope I'll manage to get it ingame :)
I was worried you'd say 7-8 k as the maximum. When I imported nifs from existing bridges into max that was the usual polycount. Didn't try intrepid though..
Do you count the bridge crew into the polycount as well? If so, I'll have to deduce about 4000 polys from the 15-20 limit for them.
At any rate, thanks!

It was thought along time ago 7 - 8 K was the max poly count, tho through test Me and mark discovered that we could up that to 20K giving us more polys to create smoother, more detailed bridges. and no you dont count the crew in the poly count for the bridge
Title: Re: Danube class interior - help wanted
Post by: newman on August 21, 2007, 11:16:08 AM
Ok, I'm more or less done with the mesh od the old version of the runabout interior. I'll need to add a few details here and there, but nothing drastic. As you can see, I've added the central and aft compartments, furniture included. Current polycount is at around 14200, and with a few minor details added I still don't think it will go over 15k.
Soon I'll need to start texturing, and I have some quetions regarding that.
First of all, what kind of textures should I go for? Obviously the game uses .tga format, and that's not a problem, but what about resolution? Should I go for few larger textures, or make more small ones? Any special rules that I need to observe when making and naming textures?
Also, how do I make the viewscreen? I've noticed it comes in a separate .nif. As the runabout has two forward looking windows, I thought I'd place the viewscreen behind them. Will this work? And, can the viewscreen be in other shapes then planar? For example, the runabout windows are curved, they can be divided into upper and lower segments which are at different angles. Can the viewscreen be of that shape too?
If not, I hope I'll still be able to just put it flat behind the windows.
Title: Re: Danube class interior - help wanted
Post by: Legacy on August 21, 2007, 12:19:55 PM
First of all, what kind of textures should I go for? Obviously the game uses .tga format, and that's not a problem, but what about resolution? Should I go for few larger textures, or make more small ones? Any special rules that I need to observe when making and naming textures?

No rules to name then, we just keep using the _lm as suffix for easy identification.
As for size, it depends on if you want animated maps. We tend to use small ones tiled for normal surfaces. but it's up to you.
Also, keep the sizes power of 2 (64,128,256,512,1024)

Quote
Also, how do I make the viewscreen? I've noticed it comes in a separate .nif. As the runabout has two forward looking windows, I thought I'd place the viewscreen behind them. Will this work? And, can the viewscreen be in other shapes then planar? For example, the runabout windows are curved, they can be divided into upper and lower segments which are at different angles. Can the viewscreen be of that shape too?
If not, I hope I'll still be able to just put it flat behind the windows.

The viewscreen must be a hole at the actual model, so the two windows will work, just keep the glass away.
The actual viewscreen is a nif with only the surface you want to project it at.
As for curves, they tend to cause strange effects, so, better go with a flat behind the windows.
Title: Re: Danube class interior - help wanted
Post by: newman on August 21, 2007, 01:07:12 PM
Thanks for the info Legacy. Animated lcars are not planned for the moment. I did plan, however, on baking in ambient occlusion and direct shadows into the textures. Which means, no tiling and bigger maps.
Or can the new bridge plugin add shadows in real time?
Title: Re: Danube class interior - help wanted
Post by: Legacy on August 21, 2007, 02:28:20 PM
No, no real time shadows.

Actually what you said about baking lighting is what we call lightmapping.
And we use 2 different texture channels, one for diffuse and one for lightmaps, so, you can actually use tiling, which in fact we did at all bridges up to the moment.
Title: Re: Danube class interior - help wanted
Post by: leemason on August 27, 2007, 02:38:24 PM
 :lol: If this comes off I think it will be up there with the KM mod cannot wait
Title: Re: Danube class interior - help wanted
Post by: startrekw_george on August 29, 2007, 11:55:33 PM
this is really cool!, defiantly would use walk FX on it! :D
Title: Re: Danube class interior - help wanted
Post by: newman on August 30, 2007, 07:10:53 AM
this is really cool!, defiantly would use walk FX on it! :D

If we manage to pull it off and release it as a mod, the readme will state walkfx as a recommended plugin. There isnt much room in the runabout cockpit, especially in the old version with the transporter right behind the chairs. In this version you will not be able to see much from the default position. Plus, there is the rear of the craft to explore as well. The latest version of walkfx is a small download, and it works stable with practically every bridge out there, at least every one I tried. So I cant imagine why someone wouldnt want to install it anyway - it is one of the coolest mods out there, especially if you consider the "coolness per KB" factor :)
For now, we have a modeller/texturer - that's me, and someone who can script for BC plugin and script it in-game - that's bsilver. We're still missing someone to help out with character animations/placement. If anyone can help out with this, it would be much appreciated. We don't need anything right now, it will take some time before we have the model ready and textured. Still, it would be nice to know that someone will be ready to help out once the model is ready and textured.
Title: Re: Danube class interior - help wanted
Post by: AndrewJ on August 30, 2007, 10:18:34 AM
Good on you mate, this bridge will shake BCfiles and really get you on the map for bridge design.

Don't know why no one else ever made such a bridge their is the demand for it. :D
Title: Re: Danube class interior - help wanted
Post by: newman on August 30, 2007, 10:38:56 AM
Good on you mate, this bridge will shake BCfiles and really get you on the map for bridge design.

Don't know why no one else ever made such a bridge their is the demand for it. :D

Probably because making new bridges seems to be the hardest aspect of bc modding. There's a grand total of 3 guys out there who have all the neccesary skills and have been able to do it so far. I'm really just doing the easy part - modelling and texturing.
But placing and animating characters, and scripting the whole thing in-game is another story. At the moment, I still can't be sure I'll be successful in making this a full blown working bc mod. I'd like to learn to do it all, but lately I've had so much work it's been all but impossible to work on this project as it is. That's why this project stands the best chances of getting completed if someone who can help sees my screenshots, decides he likes the whole idea, and helps me out. If such a person comes along I'll make the time to finish the modelling and texturing. For now, all I can do is to just keep posting new screens as I work on it more, try and keep the thread alive, and hope someone with the right skills comes along.
Title: Re: Danube class interior - help wanted
Post by: AndrewJ on August 30, 2007, 06:33:22 PM
Well I honestly wish you the best of luck.
Title: Re: Danube class interior - help wanted
Post by: startrekw_george on August 30, 2007, 07:55:53 PM
if you can't get the programing done, you could at least release the compleated model so people can work with it, i am curently learning how to script bridges "i just started so im not signing up for a job or anyhting :P".
Title: Re: Danube class interior - help wanted
Post by: newman on August 31, 2007, 10:22:50 AM
if you can't get the programing done, you could at least release the compleated model so people can work with it, i am curently learning how to script bridges "i just started so im not signing up for a job or anyhting :P".

I will reserve that option as a last resort. Hope it doesn't come to that, I'd rather like to see this one through. If you're learning bridge scripting - why don't you learn to script in character positions? :)
Title: Re: Danube class interior - help wanted
Post by: startrekw_george on September 03, 2007, 11:39:48 AM
...- why don't you learn to script in character positions? :)

because school just started actually, and i am in the IB program, so my free time is cut down to... 1min a day or so, i have a research paper due and it is only the first week of school o_o

but i will work on it :D
Title: Started on the texturing
Post by: newman on September 04, 2007, 03:38:01 PM
Ok, some early-phase texturing screenshots. Still plenty to be done. Hope you guys like it so far.
Title: Re: Danube class interior - help wanted
Post by: LJ on September 04, 2007, 04:50:18 PM
Those renders look amazing!  Well done!

I came up with a way the other night to place and animate the characters without making any new animations.  It's essentially some code ripped out of Immerson,  but I would be very happy to sort it out for you.  It was made for the X303 Stargate bridges which JLStudios are developing.

Also, I cannot model or texture or animate to save my life.  I am a programmer,  so everything I can do for you is script based.   :mrgreen:


Please take a look here if you get chance.  http://bcscripters.com/forums/index.php/board,19.0.html  It's a mod i'm developing and I think you would be interested.
Title: Re: Danube class interior - help wanted
Post by: newman on September 04, 2007, 05:08:11 PM
Those renders look amazing!  Well done!

I came up with a way the other night to place and animate the characters without making any new animations.  It's essentially some code ripped out of Immerson,  but I would be very happy to sort it out for you.  It was made for the X303 Stargate bridges which JLStudios are developing.

Also, I cannot model or texture or animate to save my life.  I am a programmer,  so everything I can do for you is script based.   :mrgreen:


Please take a look here if you get chance.  http://bcscripters.com/forums/index.php/board,19.0.html  It's a mod i'm developing and I think you would be interested.

I'm delighted to accept your offer. Welcome aboard! Looks like we might just get this thing in-game one day :)
As for your talents, it's exactly what we need. I can model and texture, and bsilver offered to tinker with the bc plugin scripting, so we need someone to fill in the gap.
Using already existing character placement/animations and scripting sounds good,
I wasn't planing od doing anything complicated with the characters anyway - they'll just sit at their posts. As the cockpit is a bit crowded, however, I was thinking of placing two or three of the crew in the back room.
BTW, those forums you linked look interesting. Do you think I should post the danube there too?
Title: Re: Danube class interior - help wanted
Post by: Billz on September 04, 2007, 05:18:40 PM
Very good so far. Any plans on doing the refit configuration?
(http://images.wikia.com/memoryalpha/en/images/c/c0/Danube-73918-cockpit.jpg)

Practically the same, with just slightly different chairs and a tactical station were the transporter originally was.
Title: Re: Danube class interior - help wanted
Post by: newman on September 04, 2007, 05:26:21 PM
Very good so far. Any plans on doing the refit configuration?
(http://images.wikia.com/memoryalpha/en/images/c/c0/Danube-73918-cockpit.jpg)

Practically the same, with just slightly different chairs and a tactical station were the transporter originally was.

Yes, as I stated in the first post the idea is to make the late ds9 version as well, both would install as separate bridges in-game. The task is very easy modelling and texturing-wise, once I have the 'old' version it'll be very easy to do the new one.
Scripting-wise, I'm no expert, but I'm guessing that all the work done for one version could be easily applied to the other, as they are quite similar both in size and character/duty stations placement.
Title: Re: Danube class interior - help wanted
Post by: Billz on September 04, 2007, 05:38:15 PM
I'm sorry. I should have read the whole of the first page instead of a quick glance. I usually know better then this.
Title: Re: Danube class interior - help wanted
Post by: newman on September 04, 2007, 05:41:09 PM
No problems, man. I think we all skip ahead at threads sometimes ;)
Title: Re: Danube class interior - help wanted
Post by: Billz on September 04, 2007, 05:48:26 PM
Quick question though: Where is the players position going to be? There isnt even enough positions for all the characters in the game in both versions?

(5 crew members + the player on a 4 position bridge)
Title: Re: Danube class interior - help wanted
Post by: newman on September 04, 2007, 06:41:13 PM
Yes, the cockpit is not a big place, and for that reason I was planning on placing some characters in the back of the craft. I'm thinking felix and kiska should stay in the cockpit, I can put brex or miguel on the computer terminal in the back and sit the rest (larsen and either brex or miguel) at the table you can see in the screenshots.
As for default player position, it will be somewhere behind the helm and tactical duty stations, I just don't know how far back: in front or behind the transporter.
I'll need to experiment to come up with the best position.
Walkfx will be needed to fully enjoy the mod, especially the 'old' version with the transporter in the cockpit as it has even less room in the cockpit (due to the transporter).
Title: Re: Danube class interior - help wanted
Post by: startrekw_george on September 04, 2007, 08:58:22 PM
woh!, looks awesome!!!
Title: port and starboard lcars panels
Post by: newman on September 13, 2007, 10:21:52 AM
..I managed to steal a few hours to work on the panels. Still need to do the forward stations.
The chairs in the following renders are hidden to allow better view of the panels, so don't worry - they'll be back :)
Title: Re: Danube class interior - help wanted
Post by: Sean on September 13, 2007, 10:43:25 AM
looks good tho id recommend sticking to one colour scheme for the lcars and displays, at the min they look a bit of pick and mix  :wink:

otherwise excellent work
Title: Re: Danube class interior - help wanted
Post by: newman on September 13, 2007, 11:09:19 AM
looks good tho id recommend sticking to one colour scheme for the lcars and displays, at the min they look a bit of pick and mix  :wink:

otherwise excellent work

They are a bit of pick and mix :D
I just don't have the time to do entirely mine lcars panels from scratch so I photoshoped
together what I found on the net. Some of the color schemes don't mix all that well, I'll need
to do something about that, but it can wait until everything is done and I get to the nitpcik
stage :)
Title: Re: Danube class interior - help wanted
Post by: Barihawk on September 13, 2007, 12:13:46 PM
looks good tho id recommend sticking to one colour scheme for the lcars and displays, at the min they look a bit of pick and mix  :wink:

otherwise excellent work

They are a bit of pick and mix :D
I just don't have the time to do entirely mine lcars panels from scratch so I photoshoped
together what I found on the net. Some of the color schemes don't mix all that well, I'll need
to do something about that, but it can wait until everything is done and I get to the nitpcik
stage :)

Don't worry, it isn't hard at all. LCARS.com or LCARSdevoloper.net have a color guide that you can use in conjunction with photoshop to make masterful panels! :).
Title: Re: Danube class interior - help wanted
Post by: cpthooker on September 13, 2007, 12:47:42 PM
looks great
Title: Re: Danube class interior - help wanted
Post by: JimmyB76 on September 13, 2007, 12:53:11 PM
LCARS.com or LCARSdevoloper.net
hmm - well LCARS.com seems to be about french cars, and LCARSdeveloper.net is a dead page lol :P
Title: Re: Danube class interior - help wanted
Post by: ACES_HIGH on September 13, 2007, 01:41:59 PM
common mistake, it is actually http://www.lcarscom.net/ (http://www.lcarscom.net/)
Title: Re: Danube class interior - help wanted
Post by: newman on September 13, 2007, 02:04:07 PM
That's where I got most of the reference for the work done so far.
Title: view screens?
Post by: newman on September 13, 2007, 06:41:44 PM
I was just wondering, has anyone ever experimented with multiple viewscreens?
The runabout has some windows in the back of the craft, and it would be very cool if I could have a secondary viewscreen behind them. Of course, to make the whole thing feel right the rear viewscreen would have to be "locked" to aft view at all times - I'm not sure if this is possible.
If it can't be done, I'll just have the windows "closed", but if someone has any knowledge about this I'd be interested to hear about it.
Title: Re: Danube class interior - help wanted
Post by: Sean on September 13, 2007, 06:50:12 PM
as far as im aware, its not possible to have more than one viewscreen...
Title: Re: view screens?
Post by: Legacy on September 13, 2007, 10:22:21 PM
I was just wondering, has anyone ever experimented with multiple viewscreens?
The runabout has some windows in the back of the craft, and it would be very cool if I could have a secondary viewscreen behind them. Of course, to make the whole thing feel right the rear viewscreen would have to be "locked" to aft view at all times - I'm not sure if this is possible.
If it can't be done, I'll just have the windows "closed", but if someone has any knowledge about this I'd be interested to hear about it.

If you have more than one viewscreen, max will consider them as a single object and project the viewscreen along all the extension of the meshes.
This will cause errors and depending on how they are set, crashes.
I hardly recommend that.

As for the view locked, Bridge plugin has a script to make the viewscreen to work like forward windos, locked up to front.
I know Mleo scripted it, though we never really used it so far.
Title: Re: Danube class interior - help wanted
Post by: newman on September 14, 2007, 03:40:03 AM
Thanks for the info Legacy! Guess the rear windows will need to be shut - I'll make up something similar to what the side windows have. I'm happy to hear that the viewscreen can be locked to forward view, though, as the runabout doesn't really have a viewscreen, just forward windows.
Title: Re: Danube class interior - help wanted
Post by: newman on September 14, 2007, 01:46:24 PM
Ok, I decided that Sean was right so I re-worked and finished the lcars panels. This time I paid more attention to where I'm putting each panel, so now if you look at the science station, you'll see sensor scans and analiyses, at the engineering station you'll see engineering readouts for a danube class vessel, at the helm you'll see helm controls.. I also tried to make the color palettes of the panels consistent to each other. Hope you like the results.
edit: as before, on some renders certain chairs are hidden to allow better view of the panels.
Title: Re: Danube class interior - help wanted
Post by: Glenn on September 14, 2007, 02:15:09 PM
Very nice work indeed.... weldone!!   8)
Title: Re: Danube class interior - help wanted
Post by: Nebula on September 14, 2007, 02:40:22 PM
That is freaking awesome
Title: Re: Danube class interior - help wanted
Post by: Legacy on September 14, 2007, 04:23:03 PM
Very nice indeed.
Title: Re: Danube class interior - help wanted
Post by: Sean on September 15, 2007, 12:40:18 AM
Ok, I decided that Sean was right so I re-worked and finished the lcars panels. This time I paid more attention to where I'm putting each panel, so now if you look at the science station, you'll see sensor scans and analiyses, at the engineering station you'll see engineering readouts for a danube class vessel, at the helm you'll see helm controls.. I also tried to make the color palettes of the panels consistent to each other. Hope you like the results.
edit: as before, on some renders certain chairs are hidden to allow better view of the panels.

looks much better, can tell some time went into that, amazed how such a small change of colouring improves the entire mesh :) take you time with it and dont rush through it and the rest will be of the same high quality that were seeing now
Title: Re: Danube class interior - help wanted
Post by: AndrewJ on September 15, 2007, 12:50:22 AM
SUPERB! brilliant work, I take my hat off to your sir on a job well done :D
Title: Re: Danube class interior - help wanted
Post by: cordanilus on September 15, 2007, 02:05:38 AM
That's absolutely amazing! :D  Wow.
Title: Re: Danube class interior - help wanted
Post by: admiral homer on September 15, 2007, 02:59:54 AM
Which is the pic of the real set and the model i cant tell. Awsome job cant wait to see the final product its going to be amazing. Nice work
Title: corridor
Post by: newman on September 15, 2007, 10:04:48 AM
..I really should be doing real, paying work right now, but I just can't tear myself away, this is too much fun :)
Anyway, I textured the corridor with the modules access behind the cockpit. It's a part of the ship there doesn't seem to be much reference material for. I managed to find some drawings/cutaways and I used them for reference. Hope you people like it.
Title: Re: Danube class interior - help wanted
Post by: cpthooker on September 15, 2007, 10:20:57 AM
very nice
Title: Re: Danube class interior - help wanted
Post by: AndrewJ on September 15, 2007, 11:39:36 AM
Jebus...damn thats nice work matey
Title: Re: Danube class interior
Post by: Billz on September 15, 2007, 03:30:57 PM
Very cool. It doesnt seem logical that a Danube would be that large on the inside but we all know how much Braga used to screw up with scaling in Star Trek LOL

Excellent job though.
Title: Re: Danube class interior
Post by: newman on September 15, 2007, 05:11:44 PM
Very cool. It doesnt seem logical that a Danube would be that large on the inside but we all know how much Braga used to screw up with scaling in Star Trek LOL

Excellent job though.

Actually, the Danube class isn't all that small, though I can certainly understand how it might seem that way when compared to some of the large cruisers in ST universe. With 23.1 meters in lenght there's actually plenty of real estate in there. If you ever sailed on boats, just think of it - a 15 meter ship is considered large (for private use) and there's already plenty of room iniside. A 23 m ship would be a large yacht with plenty of room iniside.
Check out the attached pic - it's a top view of my runabout, 23 meters in lenght.
Also, you must take into account that I used a wider field of view when rendering the corridor in order to get as many details into a single pic as possible. As a result, the corridor seems to be longer then it really is. This is just a temporary measure and it will not reflect on in-game scaling in any way.
Title: small updates
Post by: newman on September 17, 2007, 01:13:53 PM
I've done the ceiling, fore and aft, and the side lcars panels (the ones by the door leading out of the cockpit). With the middle section (the corridor) done, this leaves only a few details to be done in the cockpit before I can turn my attention to the aft room. After that comes the hard part: porting it in-game.
Title: Re: Danube class interior
Post by: blaXXer on September 18, 2007, 03:48:16 AM
must...have...wonderful...bridge :-)

great work! looking forward to seiing it complete :-)
Title: Re: Danube class interior
Post by: Legacy on September 18, 2007, 06:14:01 AM
same here, quite a great set!
Title: Re: Danube class interior
Post by: newman on September 18, 2007, 09:13:47 AM
Thank you, guys! Glad you like it. I've been able to finish the details left over in the forward section, so now all that remains is the aft quarters. That, and the refit version with the transporter
room behind the cockpit :)
Title: Re: Danube class interior
Post by: Mark on September 18, 2007, 02:50:59 PM
Awesome work :)
Title: Re: Danube class interior
Post by: AndrewJ on September 18, 2007, 03:04:25 PM
Truly excellent work.
Title: finished texturing
Post by: newman on September 19, 2007, 08:07:53 AM
Time for more updates, this time the textures of the aft section are done. I might tweak a detail here and there, but mostly it's done. With the mesh and the textures all completed, it's time to start thinking about light mapping and porting it in game..
Title: Re: Danube class interior
Post by: intrepid90 on September 19, 2007, 11:25:56 AM
omg thats simply amazing!!!
Title: Re: Danube class interior
Post by: Glenn on September 19, 2007, 01:25:52 PM
stunning work newman, I really like the textures and how canon to the show you've made it look. Weldone!!  8)
Title: Re: Danube class interior
Post by: cpthooker on September 19, 2007, 03:53:29 PM
great work :)
Title: Re: Danube class interior
Post by: Ryles on September 19, 2007, 07:26:45 PM
I've reverted to lurking lately... but, I need to say, your work is simply amazing. Keep it up. :D
Title: Re: Danube class interior
Post by: detailgremlin2006 on September 19, 2007, 08:47:20 PM
Neeeeeeeeeeewmaaaaan...

Lol your avatar begged me to say it hehe:-)

This mesh is spot on it's great.  I always thought the rear windows were bigger than what you have pictured but I can't quite remember.

I'm one of those people that would want to use the mesh in a mod for another game.  I haven't worked on my mod for a while now but I will be getting back into it soon.  My mod is for a pc game called X2 the threat.  I already have a runabout in the mod but it uses standard interiors from the game and this would be a great replacement but due to in game limitations I have to use the textures that came with the game it's not possible to add anymore textures without replaceing whats there and that would affect other models in the game that use those textures. 

If you don't mind sharing this mesh that would be great and as always in my mod I give full credit in the readme file and on the forum page the mod is listed on.
Title: Re: Danube class interior
Post by: Bren on September 19, 2007, 10:05:46 PM
Stunning, simply stunning! Probably the best looking bridge ever made for BC, with the possible exception of the Generations Galaxy, no offence 3E.

However, I agree that the windows in the back don't seem to match up with the exterior (particularly the corner windows on the exterior!) While I realise there was only one episode with the aft compartment shown ("Timescape", TNG) and that the sets probably originated this inconsistency, it'd be nice if you took just that much liberty with the aft windows... ;)
Title: Re: Danube class interior
Post by: startrekw_george on September 21, 2007, 06:24:55 PM
jaw dropping! simply jaw dropping!!
Title: Re: Danube class interior
Post by: JimmyB76 on September 21, 2007, 06:42:59 PM
whats the polycount again?
Title: Re: Danube class interior
Post by: newman on September 21, 2007, 07:15:32 PM
After optimization, 13,126. I think this is rather good, considering it's not just a bridge but the whole craft interior with furniture. And after talking it through with Legacy (thanks for all the info man), I've come to believe this should work fine on most machines out there.
Title: Re: Danube class interior
Post by: JimmyB76 on September 21, 2007, 07:28:37 PM
that is indeed a very good number!  rock on! :)
Title: Re: Danube class interior
Post by: Billz on September 21, 2007, 07:58:37 PM
This is indeed fantastic. 10/10

Talk to LJ. See if you convince him to use this in Immersion aswell.
Title: Re: Danube class interior
Post by: Nebula on September 21, 2007, 09:07:35 PM
huh I thought I posted about that update a few days ago... anyway this bridge just keeps getting better!! you are doing this shuttle proud!!!! (can we even call it a shuttle)
Title: Re: Danube class interior
Post by: newman on September 21, 2007, 09:10:16 PM
This is indeed fantastic. 10/10

Talk to LJ. See if you convince him to use this in Immersion aswell.

I won't get into too many details right now, but let's just say the 3E guys are way ahead of you there ;)
Title: Re: Danube class interior
Post by: startrekw_george on September 22, 2007, 01:58:45 AM
I won't get into too many details right now, but let's just say the 3E guys are way ahead of you there ;)

sweetness!
Title: Re: Danube class interior
Post by: Mark on September 23, 2007, 04:46:37 PM
This is indeed fantastic. 10/10

Talk to LJ. See if you convince him to use this in Immersion aswell.

I won't get into too many details right now, but let's just say the 3E guys are way ahead of you there ;)

by about 4 bridges by the sounds of things ;)
Title: Re: Danube class interior
Post by: bsilver2988 on September 23, 2007, 09:25:05 PM
Mark..loving the new signature.  good to see you're still here.
Title: Re: Danube class interior
Post by: Mark on September 24, 2007, 04:34:24 AM
Mark..loving the new signature.  good to see you're still here.

Cheers man, I appreciate it. There will be a public announcement of whats going on as soon as the new excalibur website goes up.

Anyways, I don't want to take this off topic - great work on the danube.
Title: Re: Danube class interior
Post by: Shinzon on September 24, 2007, 11:03:36 AM
excellent work, drinks for everyone!

simply stunning.
Title: Re: Danube class interior
Post by: Barihawk on September 25, 2007, 11:31:05 AM
This looks better and better every day.
Title: Danube class, refit version
Post by: newman on October 07, 2007, 04:52:48 PM
I started working on the refit, so it's time for some updates. I'll still need to texture the new transporter properly, as well as the midsection and the back of the craft, but at least the new tactical station is done..
Title: Re: Danube class interior
Post by: rengers on October 07, 2007, 05:31:21 PM
that looks absolut stunning, amazing...
I love this bridge, keep it up :D
Title: Re: Danube class interior
Post by: Billz on October 07, 2007, 07:41:23 PM
Ive got chills. Excellent work. Heres hoping your scripting is as good as your model and texture making.
Title: Re: Danube class interior
Post by: Rat Boy on October 07, 2007, 08:23:04 PM
I'm liking this.  You know what else you could do with the mesh is to make the cockpit of a Maquis raider like the ship Chakotay piloted.  That was just a redress of the Version 1 set of the runabout, with older-style LCARS and a few other changes here and there.  Might be nice to have if someone wanted to play pirate.
Title: Re: Danube class interior
Post by: cpthooker on October 08, 2007, 01:16:40 AM
great work, can't wait for the result
Title: Re: Danube class interior
Post by: newman on October 08, 2007, 02:44:05 AM
I'm liking this.  You know what else you could do with the mesh is to make the cockpit of a Maquis raider like the ship Chakotay piloted.  That was just a redress of the Version 1 set of the runabout, with older-style LCARS and a few other changes here and there.  Might be nice to have if someone wanted to play pirate.

Yeah I did watch Voyager's pilot again recently, and I noticed something very familiar about that cockpit :) This might be an option for the future, right now I'm just dedicated towards finishing the danube sets. Since we don't have any idea what the rest of the maquis raider's interior looks like, it might be best to do just the cockpit, if and when I do it..
Title: updates
Post by: newman on November 08, 2007, 02:14:12 PM
Ok, I'm more or less done with the modeling and texturing phase of the refit version, so both are now ready for lightmapping and porting. I've textured the new transporter area using DS9 episode 7x22 - Tacking Into the Wind as a reference, there are a few rare shots of the transporter midsection area when Damar tells Garak and Kira that his family's been killed by the Dominion.. So I've tried to reconstruct the transporter, side wall panels and the replicators according to that. In the back, I've added a laptop so Saffi has something to do while sitting at the table (besides bitching :D)
Title: Re: Danube class interior
Post by: newman on November 08, 2007, 02:16:33 PM
I can't have more then 6 attachments, so I've had to post this separately; in the pre-refit back room I've added a bowl of fruit, this is a reference to the TNG episode "Timescape". TNG fans will get it ;)
Title: Re: Danube class interior
Post by: Excal_Luke on November 08, 2007, 02:46:32 PM
nah, could be better j/k lol AS IF!
Its amazing!! - simply stunning!
Great work newman, simply beautiful
Title: Re: Danube class interior
Post by: intrepid90 on November 08, 2007, 03:11:13 PM
speachless
Title: Re: Danube class interior
Post by: Sandtrooper on November 08, 2007, 03:26:09 PM
Too bad our hands won't turn really old and have super-long fingernails if we touch the fruit...
Title: Re: Danube class interior
Post by: newman on November 08, 2007, 03:51:20 PM
Too bad our hands won't turn really old and have super-long fingernails if we touch the fruit...

Count your blessings, man ;)
Title: Re: Danube class interior
Post by: cpthooker on November 08, 2007, 03:54:47 PM
looks great :)
Title: Re: Danube class interior
Post by: Legacy on November 09, 2007, 08:46:37 AM
They look top Newman.

I'll answer your pm as soon as i have time at home, but count on what have been previously said.
Title: Re: Danube class interior
Post by: FekLeyr Targ on November 09, 2007, 09:27:29 AM
They look top Newman.

Agreed.
Title: Re: Danube class interior
Post by: ACES_HIGH on November 09, 2007, 02:18:10 PM
those look great, have a cookie.
I just had an idea though, would you consider making a version of the rear compartment without furniture, since the thing is supposed to be modular, that way people who can use BP can change it to other modules
Title: Re: Danube class interior
Post by: newman on November 09, 2007, 03:11:46 PM
those look great, have a cookie.
I just had an idea though, would you consider making a version of the rear compartment without furniture, since the thing is supposed to be modular, that way people who can use BP can change it to other modules

..provided someone makes them :)

As I understood it the side modules, accessible from the midsection, are changeable. The aft room stays more or less the same on all versions, no? I could be mistaken, though..
Title: Re: Danube class interior
Post by: ACES_HIGH on November 09, 2007, 06:28:22 PM
those look great, have a cookie.
I just had an idea though, would you consider making a version of the rear compartment without furniture, since the thing is supposed to be modular, that way people who can use BP can change it to other modules

..provided someone makes them :)

As I understood it the side modules, accessible from the midsection, are changeable. The aft room stays more or less the same on all versions, no? I could be mistaken, though..
actually I was under the impression that it was the other way around, after all why would you need a conference table if you were going into combat.  anyway, it's up to you, it was just an idea, maybe for an updated version somewhere down the road.
Title: Re: Danube class interior
Post by: Capt. Jon on November 10, 2007, 02:21:30 PM
Wow... this has turned out SO well! I cant wait for the finished product! But I will wait, because Great things take a while... but always turn out perfectly! VERY GREAT JOB!  :D
Title: Re: Danube class interior
Post by: rengers on November 11, 2007, 08:57:28 AM
I can only repeat what my forerunners said already. Great work :D!
Title: Re: Danube class interior
Post by: Glenn on November 11, 2007, 09:00:19 AM
Brilliant newman, the danube set looks very life-like. Excellent work!!  :D
Title: Re: Danube class interior
Post by: Keyes on November 14, 2007, 10:12:24 PM
That looks really good. Nice details!
Title: Re: Danube class interior
Post by: blaXXer on November 15, 2007, 02:22:51 PM
oooo me wantsy :)
Title: Re: Danube class interior
Post by: Pegasus on November 23, 2007, 08:19:36 PM
Well, it beats the Sh*t outta the one i slapped together years ago.
Was going to contribute that to the 3rd era lads but no needs.

Looks great, how'd you solve the viewscreen/window problem?
Title: Re: Danube class interior
Post by: newman on November 24, 2007, 07:08:39 AM
Well, it beats the Sh*t outta the one i slapped together years ago.
Was going to contribute that to the 3rd era lads but no needs.

Looks great, how'd you solve the viewscreen/window problem?

Thanks, man. About the windows - the side and rear ones are 'closed' so they don't present a problem. The front ones do allow the player a bit too much viewing angle (top side especially), not sure what I can do about that, apart from somehow preventing the player to move too far ahead in the cockpit. If the player remained behind the pilot seats all the time, it would work fine.. Is that what you meant?
Title: Re: Danube class interior
Post by: ACES_HIGH on November 25, 2007, 02:11:10 AM
I think he meant making the viewscreen function as a window and locking it to straight forward view, and I believe that was fixed in BPCore
Title: Re: Danube class interior
Post by: Pegasus on November 25, 2007, 07:43:59 AM
Well, it beats the Sh*t outta the one i slapped together years ago.
Was going to contribute that to the 3rd era lads but no needs.

Looks great, how'd you solve the viewscreen/window problem?

Thanks, man. About the windows - the side and rear ones are 'closed' so they don't present a problem. The front ones do allow the player a bit too much viewing angle (top side especially), not sure what I can do about that, apart from somehow preventing the player to move too far ahead in the cockpit. If the player remained behind the pilot seats all the time, it would work fine.. Is that what you meant?

It was more what the person sees. Granted it's grand with the player seeing the other ship when the view is fixed ahead, but if it is locked on to the target ship, it just doesn't look right.
Title: Re: Danube class interior
Post by: newman on November 25, 2007, 09:40:45 AM

It was more what the person sees. Granted it's grand with the player seeing the other ship when the view is fixed ahead, but if it is locked on to the target ship, it just doesn't look right.

That shouldn't be a problem, as the danube doesn't have a viewscreen, only windows. Therefore, the 'viewscreen' will be locked to forward view, to simulate the windows.
Title: Re: Danube class interior
Post by: DJ Curtis on November 25, 2007, 09:03:15 PM
That's a good idea.
Title: Re: Danube class interior
Post by: Myxale on November 28, 2007, 07:20:21 PM
Lo eternal lurker; first time poster here! :shock:

Just wanted to say how impressed i'm with your work!
The level of details is amazing! Mot to mention mind-bending!

This Danube "Bridge" is; if you ask me, beside the TOS one, the most wanted ever since BC!

Keep it up!
Title: Re: Danube class interior
Post by: newman on December 12, 2007, 03:18:58 PM
Time for some updates, I've been working on the pre-refit version lately; remapped the whole thing, some of the textures are new, and I've rebuilt some parts from scratch. Also, it's lightmapped now. I'll do the same for the refit version soon.
Title: Re: Danube class interior
Post by: newman on December 12, 2007, 03:20:55 PM
..backroom renders didn't fit in the last post:
Title: Re: Danube class interior
Post by: Excal_Luke on December 12, 2007, 03:30:18 PM
curse your amazing skills ;)

- looks superb, well done :)
Title: Re: Danube class interior
Post by: cpthooker on December 12, 2007, 05:40:23 PM
 :dancebig
yeah its ok  :shock:
Title: Re: Danube class interior
Post by: Mark on December 12, 2007, 05:45:45 PM
Excellent, good to see you are getting on with VRAY.

If the thing is fully lightmapped (are all the lms rendered aswell?) then we can get this thing in game pretty quickly
Title: Re: Danube class interior
Post by: newman on December 12, 2007, 06:15:55 PM
Excellent, good to see you are getting on with VRAY.

If the thing is fully lightmapped (are all the lms rendered aswell?) then we can get this thing in game pretty quickly

Haven't baked the shadows/lights using the secondary mapping channel yet, if that's what you mean, but I'm happy it can be ported to BC quickly. Before we begin, however, I would like to do the same modifications on the refit version too. Shouldn't take long, a few days at most.
Title: Re: Danube class interior
Post by: newman on December 14, 2007, 09:26:42 AM
Refit version, reworked in the same way as pre-refit. Danube MSD seen in the 5th picture from the top by Adge Cutler, I reworked it a bit to fit the set but essentially it's his MSD, as seen on his site (http://www.lcars.org.uk/).
Title: Re: Danube class interior
Post by: limey BSc. on December 14, 2007, 09:41:42 AM
That looks awesome! Though, those chairs look a little uncomfortable.
Title: Re: Danube class interior
Post by: newman on December 14, 2007, 10:12:57 AM
That looks awesome! Though, those chairs look a little uncomfortable.

Low poly chair for a low poly back, that's what I always say ;)
Title: Re: Danube class interior
Post by: limey BSc. on December 14, 2007, 10:48:28 AM
LOL!!! Fair point :P!
Title: Re: Danube class interior
Post by: Myxale on December 14, 2007, 11:04:59 AM
 :shock:
Hotness galore! :spartasanta:
Title: Re: Danube class interior
Post by: DJ Curtis on December 15, 2007, 02:26:32 AM
It looks just like on the show, newman.  Tremendous job.  I can't wait to play this.
Title: Re: Danube class interior
Post by: ChronowerX_GT on December 15, 2007, 06:55:54 AM
Great job. Can't wait to try it out :D I know it's a bit off topic but has anyone ever tried creating the readyroom and the observation lounge for ships like the galaxy class?
Title: Re: Danube class interior
Post by: intrepid90 on December 15, 2007, 06:57:44 AM
one of the best bridges BC will have!
great work, absolutely stunning!!!
Title: Re: Danube class interior
Post by: newman on December 15, 2007, 09:46:00 AM
Great job. Can't wait to try it out :D I know it's a bit off topic but has anyone ever tried creating the readyroom and the observation lounge for ships like the galaxy class?

Can't exactly tell you which at this point, but certain ships in Excalibur should feature more then just the bridge, when it comes to interiors. As I said, I can't be sure Galaxy's ready room will make it in right now, hopefully it will.
Title: Re: Danube class interior
Post by: rengers on December 15, 2007, 12:47:41 PM
 :shock:
I don't know what to say, just stunning :D
Title: Re: Danube class interior
Post by: JimmyB76 on December 15, 2007, 02:34:14 PM
truly amazing, newman!!
cookie for you without a doubt! :)
Title: Re: Danube class interior
Post by: newman on December 15, 2007, 02:39:01 PM
truly amazing, newman!!
cookie for you without a doubt! :)

Thanks a bunch for that, call me superstitious, but I hated having 13..  ;)
Title: Re: Danube class interior
Post by: Rat Boy on December 15, 2007, 06:41:43 PM
I may just have to start flying a runabout now.
Title: Re: Danube class interior
Post by: Bren on December 18, 2007, 12:37:16 AM
Great job. Can't wait to try it out :D I know it's a bit off topic but has anyone ever tried creating the readyroom and the observation lounge for ships like the galaxy class?

Can't exactly tell you which at this point, but certain ships in Excalibur should feature more then just the bridge, when it comes to interiors. As I said, I can't be sure Galaxy's ready room will make it in right now, hopefully it will.
*cough*new Sov bridge with at least a conference lounge*cough*
*hack*Defiant-style engineering*hack*
*ahem* they're all in the headers for the new Excalibur site, and there's some in the third era dude's sigs here...*ahem*

Actually, Newman, from the one shot I've seen, the conference lounge for the sov appears to have transparent windows, perhaps the same hack could be used for your aft compartment? I doubt it'd work for the side windows...
Title: Re: Danube class interior
Post by: newman on December 18, 2007, 10:21:32 AM
Actually, Newman, from the one shot I've seen, the conference lounge for the sov appears to have transparent windows, perhaps the same hack could be used for your aft compartment? I doubt it'd work for the side windows...

If you go back here (http://bc-central.net/forums/index.php/topic,2442.0.html) you may notice that Excalibur will not come out for BC. As this mod will, it needs to follow the limitations of BC, which don't concern us when working on Excalibur.
I'm afraid that the runabout - the version that will come as a standalone mod for BC - will be unable to use the features you mention. The same mesh will probably be used for Excalibur though, and that version will have the more advanced features at it's disposal, so I may open the side and aft windows for that. For now, though, they need to remain closed.

*hack*Defiant-style engineering*hack*
*ahem* they're all in the headers for the new Excalibur site, and there's some in the third era dude's sigs here...*ahem*

Oi, what do you mean, "Defiant-style engineering"? What bloody style? It IS the Def engineering! I should know.. ;)
Title: Re: Danube class interior
Post by: tiqhud on December 20, 2007, 04:14:37 PM
looks very good
Title: Re: Danube class interior
Post by: Aeries on December 22, 2007, 07:22:06 PM
HOLY DOODLEBUGS, BATMAN!
AMAZING!

Though I think my compy would die a painful death trying to play this bridge... nevertheless, it's a-ma-ZING! ^_^ Keep up the excellent work!
Title: Re: Danube class interior
Post by: lint on December 24, 2007, 02:25:18 AM
done a wonderful job......newman...
Title: Re: Danube class interior
Post by: Kirk on December 27, 2007, 01:53:50 PM
Simply, beautiful. I anxiously await the release.
Title: Re: Danube class interior
Post by: leemason on December 31, 2007, 12:57:43 PM
I heard on the grape vine that this bridge is been beta tested at the moment

 jb76 edit - please never ask for updates, updated screenshots, or anything that hasnt yet been posted of a WIP...  this is sort of an "unwritten rule" we ask everyone to follow...  when there is something to post, it will be posted... 
Title: Re: Danube class interior
Post by: newman on December 31, 2007, 02:05:38 PM
Don't believe everything you hear..
Title: Re: Danube class interior
Post by: Point-Defence on January 01, 2008, 10:42:50 AM
Hi.

Simply Amazing,makes me wanna pwn sum bug ships.

10/10 so far,keep it up :)
Title: Re: Danube class interior
Post by: hobbs on January 06, 2008, 03:50:50 PM
I CANT WAIT!!!!! :D
Title: Re: Danube class interior
Post by: Cris Carter on September 07, 2008, 01:32:00 PM
I wanted to ask if this Project still is alive. I would love to see a Danube Class Bridge :)

Thanks in advance
Title: Re: Danube class interior
Post by: JimmyB76 on September 07, 2008, 01:56:21 PM
please do not bump old threads asking for input on the project...  if there was anything to post, or any updates, or news, or anything at all, the thread author would surely post it...
bumping a thread asking for updates or the status of a project will not force any new information, it will only annoy the moderators lol :P
sometimes many months can go by without anything being posted...  if that be the case, when/if the author has anything, they will surely let the rest of the community know...  it is all about patience and understanding that the author will keep the rest of us up to date if there is anything to share - if not, let it stand as it is...
thx :)
Title: Re: Danube class interior
Post by: DRRieger on February 01, 2009, 08:58:13 PM
What's the status on this?  It's been about a year.
Title: Re: Danube class interior
Post by: Darkthunder on February 01, 2009, 09:02:23 PM
Learn to read. JimmyB76 wrote in the post immediately preceding yours, NOT to bump threads asking for info on the project status.
Title: Re: Danube class interior
Post by: Legacy on February 02, 2009, 06:12:27 AM
This set has been recycled to ST: Excalibur.
Newman may correct me if i'm wrong, but i dont think it'll be released for BC anymore.
Title: Re: Danube class interior
Post by: ChronowerX_GT on February 03, 2009, 05:44:40 PM
Ooo harsh lol. First post and he got in trouble for it. I was looking foreword to this though. Is newman still around?
Title: Re: Danube class interior
Post by: JimmyB76 on February 03, 2009, 05:49:05 PM
Is newman still around?
yes, he is on the Excalibur Team and working on that project...
this interior isnt going to be done for BC, but will be done for Excalibur, and thats where it is at...

i would like to please ask that no one but newman post after this one if he has any thoughts or anything to post...  if he doesnt, then please just let this thread fade back down the page where it was before being bumped again...


thx :)
Title: Re: Danube class interior
Post by: FarShot on February 03, 2009, 09:00:16 PM
You know, the guy you are talking about is a moderator.  So, congratulations on pissing off a moderator.  You've done it now.

I'd give you a negative cookie if I could.

Jimmy, please close the thread.
Title: Re: Danube class interior
Post by: DRRieger on February 03, 2009, 09:11:09 PM
Ok - I removed a post that I regret posting now.? Only because I was mad at the way people behaved towards my posting of a simple question.? I won't turn this forum into a debate about threading ethics, but, you know moderators, if you dont want people to post, CLOSE THE THREAD.? In all honesty, the thread should have been closed long ago with a final post about the entire project being ported for use under ST:Ex.? Really, this is an adminstrator problem.? Not someone who was just curious.

Keep in mind, if we could just answer questions around here instead of pissing people off, I would have never said anything.

Jimmy, please close the thread.? Thanks.
Title: Re: Danube class interior
Post by: Darkthunder on February 03, 2009, 09:21:55 PM
Ever heard of "respect thy elders" ?

Kids these days :P
Title: Re: Danube class interior
Post by: firehawk on February 04, 2009, 08:18:59 AM
most forums i frequent prefer you keep any posts about a project or topic to that post as oposed to opening a new one.

all i will say isi understand st Ex is a huge project..but c'mon what about the normal bc guys, can't a version of it be released for us?

i am not being disrespectful, its just.. when i did amod for another game..i also made sure that the people could also download stuff for the origional game sepertely

Title: Re: Danube class interior
Post by: DRRieger on February 04, 2009, 02:56:43 PM
don't ask questions in this forum.  in the end, its pointless anyway.
Title: Re: Danube class interior
Post by: El on February 04, 2009, 03:04:57 PM
There have been at least two requests in this thread not to bump old threads, both made by a moderator.
If you cannot follow the rules and requests from moderators then do not post.

I am going to leave this thread open so I expect the next response to be from Newman.

Thanks

El.
Title: Re: Danube class interior
Post by: newman on February 04, 2009, 04:11:48 PM
First of all, I would like to express my thanks to everyone for their interest. The danube sets were my first attempt at modding, it was to be my contribution to the bc modding scene and all the awesome work put into it.
Unfortunately, however, due to some BC's engine limitations, the specific layout of the sets causes problems that can't be fixed at the moment. Also, if I were to do these today, I'd do a much better job at it :)
So the bad news - no danube sets for BC.
The good news - they will come out for Excalibur, looking a lot better then what you've seen so far.
More bad news - it will be some time before Excalibur comes out.
More good news - when Excalibur does come out it will be made of pure awesome.

Thank you all, it's been fun.
Jimmy, if you'd do the honors..