Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Barihawk on September 03, 2007, 07:49:56 AM
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I've decided to put the Akira and Centaur on hold after falling in love with the Constellation Ship Pack.
It will be a pretty straightforward retexture, and I will attempt to use one of the Ambassador bridges (probably the Enterprise C, since the Ent-C set was a redress of the set used for the Stargazer.
Does anyone have any reference pictures of the Stargazer or Hathaway bridges? I'd prefer to do the Hathaway, but can do with either.
The bridge will be made in a TMP-TNG hybrid style, basically LCARS with TMP colors.
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There are very few reference pics of stargazer or hathaway bridges, they comes mainly from "The Battle" and "Peak Performance" and these are very siiliar to displays showed in generation Ent-B and ST5,6 Ent-A and Excelsior. However there is a person who could help You, He is involved in Enterprise project and as far as I know he supports Stargazer model with displays textures so YOu could ask him for help, He's called Intercepter.
btw. I could help You with most of TMP displays creation.
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Thanks! I'd appreciate the help.
I have decided to use the C Bridge as the base model.
Now, I would like to make it when you change to yellow alert it plays the "YellowAlert!" sound from Star Trek 2, and has a yellowish "Yellow Alert" sign instead of the red alert animation.
I was surprised when I loaded up the new version of the C-Bridge, as it's 15x better than the one I originally planned to use.
I'll start working on another famous MSD :D.
My main goal is not only to keep the great animations the bridge has already, but also retexture it to make it as high-resolution as my Oberth bridge.
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Another thing I am going to need is a tutorial or idea how to recreate the "glassy panelling" on the LCARS from the TNG Ambassador bridge. This is something I'd like to incorporate into all my retextures to make them look better as a whole.
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this is the episode of TNG with screenshots of the Stargazer: http://tng.trekcore.com/gallery/thumbnails.php?album=9
and these are ones of the Hathaway: http://tng.trekcore.com/gallery/thumbnails.php?album=46
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Those really help Jimmy! Those are going to rock for mixing and matching the TMP and TNG era LCARS.
Some good shots:
(http://tng.trekcore.com/gallery/albums/s2/2x21/peakperformance193.jpg)
(http://tng.trekcore.com/gallery/albums/s2/2x21/peakperformance195.jpg)
(http://tng.trekcore.com/gallery/albums/s2/2x21/peakperformance191.jpg)
(http://tng.trekcore.com/gallery/albums/s2/2x21/peakperformance242.jpg)
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Correct Me i I'm wrong but changeing animated textures is impossible, only non animated screens can be swaped like when You go to red alert some displays turns to red status or yellow but that is not big problem since ambassador bridge has some displays non animated so I feel it will be great retexture :D
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As a note, there will not be a main MSD on the back panel, as there is no good reference photo for the think for me to make.
It's ok, as the Hathaway set did not even include a MSD on the back wall.
Instead, we just need to find a way to replace the little Ambassadors all over the place, and I will add a custom image to the MSD panel at the front of the bridge.
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nice!, this is a good idea! :D
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As a note, there will not be a main MSD on the back panel, as there is no good reference photo for the think for me to make.
It's ok, as the Hathaway set did not even include a MSD on the back wall.
Instead, we just need to find a way to replace the little Ambassadors all over the place, and I will add a custom image to the MSD panel at the front of the bridge.
Ask and ye shall recieve
(http://img205.imageshack.us/img205/4375/constellationtt8.th.jpg) (http://img205.imageshack.us/my.php?image=constellationtt8.jpg)
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Make a top down and I will have your children :D.
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As a note, there will not be a main MSD on the back panel, as there is no good reference photo for the think for me to make.
It's ok, as the Hathaway set did not even include a MSD on the back wall.
Actually, It appears it does have a MSD.
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dont forget, at this point in TNG, the MSD really hadn't come into play yet. The first time we really saw a legit MSD was in Unnatural Selection, and not really frequently until the 3rd or forth seasons. Even the Enterprise D didnt have a Bridge MSD.
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dont forget, at this point in TNG, the MSD really hadn't come into play yet. The first time we really saw a legit MSD was in Unnatural Selection, and not really frequently until the 3rd or forth seasons. Even the Enterprise D didnt have a Bridge MSD.
Point received, but it doesn't change the fact that the CBridge has like 40 dozen pictures of the Ambassador Class :P.
UPDATE:
Rogue Vulcan of the Legacy modding community has graciously agreed to help me with a tactical display seen in the reference screenshots.
Here is version one, to be updated. I will also work at it to have it "animated" as well.
(http://i202.photobucket.com/albums/aa302/RogueVulcan/Star%20Trek/Other/LCARS_1.jpg)
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Point received, but it doesn't change the fact that the CBridge has like 40 dozen pictures of the Ambassador Class :P.
UPDATE:
Rogue Vulcan of the Legacy modding community has graciously agreed to help me with a tactical display seen in the reference screenshots.
Here is version one, to be updated. I will also work at it to have it "animated" as well.
(http://i202.photobucket.com/albums/aa302/RogueVulcan/Star%20Trek/Other/LCARS_1.jpg)
Really good for a 1st version. (thumpsup)
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Just posting to say that I have put this project on hold indefinitely due to Sean making an excellent original bridge for the Stargazer. That old beauty will fit the Constellation well and I full support it. Sean, if there is anything I can do to help, let me know.
I will probably start prelims on my Akira bridge now. This will be tough since it will only be a re-texture with instructions on how to set up a unique bridge. This is to fit with Mark's wishes that his Ambassador TNG bridge not be released outside of KM1.0. Therefore, the Akira bridge will only be for KM1.0 users :(. It will be much easier to set up, and not really many changes will be made to textures, just the MSD at the back of the bridge. The Ambassador TNG is exactly how I picture the Akira to look.
The Centaur bridge will probably be done the same way, since I intended to use the Excelsior bridge for that.
I'll post a WIP for the Akira in a few weeks.
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Hum, Very Interesting project. . .
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I love the Hathaway bridge. I look forward to it's completion.
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Just posting to say that I have put this project on hold indefinitely due to Sean making an excellent original bridge for the Stargazer. That old beauty will fit the Constellation well and I full support it. Sean, if there is anything I can do to help, let me know.
I will probably start prelims on my Akira bridge now. This will be tough since it will only be a re-texture with instructions on how to set up a unique bridge. This is to fit with Mark's wishes that his Ambassador TNG bridge not be released outside of KM1.0. Therefore, the Akira bridge will only be for KM1.0 users :(. It will be much easier to set up, and not really many changes will be made to textures, just the MSD at the back of the bridge. The Ambassador TNG is exactly how I picture the Akira to look.
The Centaur bridge will probably be done the same way, since I intended to use the Excelsior bridge for that.
I'll post a WIP for the Akira in a few weeks.
*Cough**Cough*
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help is and will be appriciated... however i would consider finishing the constellation retexture for now, as my release may take a while as i dont have as much time to mod as i used to... to texture a bridge the last time i was active took me about 2 weeks... now its taking alot more time due to RL
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I may try Sean. School is being a real bugger this semester so I will try when I have time. That being said, the Akira will be much easier to finish, considering it's just 3 textures that really need to be changed, and then a few cosmetic ones.
But thanks for the kick in the rump :P.
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Work on this project has resumed. It is no longer the USS Hathaway, it will be the USS Constellation.
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Here I have a rough draft of the bridge model and it's textures. However, my scripting skills have gone all to shit since I did the Pegasus bridge, and you guys were far more experience then me.
I need it to be set up so I can access the bridge from the QB menu. All I have in this upload is the Data/Models/Sets/Bridge folder. The bridge it's based off of is the Enterprise C bridge, for the script editing.
http://files.filefront.com/ConstellationBridgerar/;8751690;/fileinfo.html
Keep in mind this is a rough draft with many unfinished and shoddy textures, so please don't download unless you plan on scripting it and shooting it back.
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If You mean making this bridge as a separate install not just textures pack to overwrite then I think I can help (it's very easy to add it)
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That's exactly what I am asking, and a short tutorial if you can manage for future bridges would rock.
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Ok so you'll need two files (best will be if they are original bridge plugins - in this case Enterpise C bridge plugins)
first one is located in Scripts/Bridge/'filename'.py (filname will be constellation)
and you put there this :
##############################################################################
# Filename: [color=red]Constellation.py[/color]
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the Enterprise C class bridge.
# It is only called by LoadBridge.Initialize("[color=red]Constellation[/color]"), so don't
# call these functions directly
#
# Created: 9/12/00 - DLitwin
###############################################################################
import App
#NonSerializedObjects = ( "debug", )
#debug = App.CPyDebug(__name__).Print
#debug("Loading " + __name__ + " module...")
###############################################################################
# CreateBridgeModel()
#
# Create the Enteprise C bridge model, viewscreen and main camera, attaching them
# to the Set passed in.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def CreateBridgeModel(pBridgeSet):
iDetail = App.g_kImageManager.GetImageDetail()
pcDetail = [ "Low/", "Medium/", "High/" ]
pcEnvPath = "[color=red]data/Models/Sets/ConstellationBridge/[/color]" + pcDetail[iDetail]
# Pre-load the Bridge model and viewscreen
App.g_kModelManager.LoadModel("[color=red]data/Models/Sets/EnterpriseCBridge/Constellation.NIF[/color]", None, pcEnvPath)
App.g_kModelManager.LoadModel("[color=red]data/Models/Sets/EnterpriseCBridge/ConstellationViewScreen.NIF[/color]", None, pcEnvPath)
# Load the viewscreen and set it up specially with SetViewScreen()
pViewScreen = App.ViewScreenObject_Create("[color=red]data/Models/Sets/ConstellationBridge/ConstellationViewScreen.NIF[/color]")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")
# Setup bridge object
pBridgeObject = App.BridgeObjectClass_Create("[color=red]data/Models/Sets/ConstellationBridge/Constellation.NIF[/color]")
pBridgeSet.AddObjectToSet(pBridgeObject, "bridge")
pBridgeObject.SetTranslateXYZ(0.000000, 0.000000, 0.000000)
pBridgeObject.SetAngleAxisRotation(0.000000, 1.000000, 0.000000, 0.000000)
# setup hardpoints for Ambassadorbridge.
pPropertySet = pBridgeObject.GetPropertySet()
import Bridge.AmbassadorBridgeProperties
App.g_kModelPropertyManager.ClearLocalTemplates()
reload(Bridge.AmbassadorBridgeProperties)
Bridge.AmbassadorBridgeProperties.LoadPropertySet(pPropertySet)
# Create camera
lPos = GetBaseCameraPosition()
pCamera = App.ZoomCameraObjectClass_Create(lPos[0], lPos[1], lPos[2], 1.570796, -0.000665, -0.087559, 0.996159, "maincamera")
pCamera.SetMinZoom(1.0)
pCamera.SetMaxZoom(1.2)
pCamera.SetZoomTime(0.375)
pBridgeSet.AddCameraToSet(pCamera, "maincamera")
pCamera.Update( App.g_kUtopiaModule.GetGameTime() )
App.g_kVarManager.SetFloatVariable("global", "fZoomTuneState", 0)
# Load Ambassador bridge specific sounds
LoadSounds()
App.g_kModelPropertyManager.ClearLocalTemplates()
###############################################################################
# GetBaseCameraPosition
#
# Get the normal camera position for this bridge.
#
# Args: None
#
# Return: A tuple with the (x,y,z) location for the base camera position.
###############################################################################
def GetBaseCameraPosition():
return (0, 0, 10)
###############################################################################
# AdjustCameraPositionForBridge
#
# Adjust the position of the camera, based on the horizontal
# angle it's facing, based on the bridge that it's on.
#
# Args: fHorizAngle
#
# Return: The adjusted camera position.
###############################################################################
def AdjustCameraPositionForBridge(pCamera, fHorizAngle):
vLocation = App.TGPoint3()
apply(vLocation.SetXYZ, GetBaseCameraPosition())
return vLocation
###############################################################################
# ConfigureCharacters()
#
# Configure the bridge crew to the set, which adds bridge specific animations
# to them.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def ConfigureCharacters(pBridgeSet):
# Configure bridge characters to our bridge
import Bridge.Characters.AmbFelix
import Bridge.Characters.AmbKiska
import Bridge.Characters.AmbSaffi
import Bridge.Characters.AmbBrex
import Bridge.Characters.AmbMiguel
import Bridge.Characters.AmbFemaleExtra1
import Bridge.Characters.AmbFemaleExtra2
import Bridge.Characters.AmbFemaleExtra3
import Bridge.Characters.AmbMaleExtra1
import Bridge.Characters.AmbMaleExtra2
import Bridge.Characters.AmbMaleExtra3
pAmbFelix = App.CharacterClass_Cast(pBridgeSet.GetObject("Tactical"))
pAmbKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pAmbSaffi = App.CharacterClass_Cast(pBridgeSet.GetObject("XO"))
pAmbMiguel = App.CharacterClass_Cast(pBridgeSet.GetObject("Science"))
pAmbBrex = App.CharacterClass_Cast(pBridgeSet.GetObject("Engineer"))
#pAmbFemaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra1"))
#pAmbFemaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra2"))
#pAmbFemaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra3"))
#pAmbMaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra1"))
#pAmbMaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra2"))
#pAmbMaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra3"))
Bridge.Characters.AmbFelix.ConfigureForAmbassador(pAmbFelix)
Bridge.Characters.AmbKiska.ConfigureForAmbassador(pAmbKiska)
Bridge.Characters.AmbSaffi.ConfigureForAmbassador(pAmbSaffi)
Bridge.Characters.AmbMiguel.ConfigureForAmbassador(pAmbMiguel)
Bridge.Characters.AmbBrex.ConfigureForAmbassador(pAmbBrex)
#if (pAmbFemaleExtra1):
# Bridge.Characters.AmbFemaleExtra1.ConfigureForAmbassador(pAmbFemaleExtra1)
#if (pAmbFemaleExtra2):
# Bridge.Characters.AmbFemaleExtra2.ConfigureForAmbassador(pAmbFemaleExtra2)
#if (pAmbFemaleExtra3):
# Bridge.Characters.AmbFemaleExtra3.ConfigureForAmbassador(pAmbFemaleExtra3)
#if (pAmbMaleExtra1):
# Bridge.Characters.AmbMaleExtra1.ConfigureForAmbassador(pAmbMaleExtra1)
#if (pAmbMaleExtra2):
## Bridge.Characters.AmbMaleExtra2.ConfigureForAmbassador(pAmbMaleExtra2)
#if (pAmbMaleExtra3):
# Bridge.Characters.AmbMaleExtra3.ConfigureForAmbassador(pAmbMaleExtra3)
pCamera = App.ZoomCameraObjectClass_GetObject(pBridgeSet, "maincamera")
pCamera.SetTranslateXYZ(0, 0, 10)
###############################################################################
# LoadSounds()
#
# Load any Ambassador bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def LoadSounds():
# debug("Loading Ambassador door sound")
pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/door.wav", "LiftDoor", "BridgeGeneric")
###############################################################################
# UnloadSounds()
#
# Unload any Ambassador bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def UnloadSounds():
App.g_kSoundManager.DeleteSound("LiftDoor")
###############################################################################
# PreloadAnimations()
#
# Load any Ambassador bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def PreloadAnimations ():
kAM = App.g_kAnimationManager
kAM.LoadAnimation ("data/animations/Amb_door_L1.NIF", "Amb_Door_L1")
kAM.LoadAnimation ("data/animations/Amb_door_L2.nif", "Amb_Door_L2")
# Small animations
# Science Movement
kAM.LoadAnimation ("data/animations/Amb_stand_s_s.nif", "Amb_stand_s_s")
kAM.LoadAnimation ("data/animations/Amb_seated_s_s.nif", "Amb_seated_s_s")
kAM.LoadAnimation ("data/animations/Amb_face_capt_s.nif", "Amb_face_capt_s")
kAM.LoadAnimation ("data/animations/Amb_chair_s_face_capt.nif", "Amb_chair_s_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_s_reverse.nif", "Amb_face_capt_s_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_s_face_capt_reverse.nif", "Amb_chair_s_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_S_in.nif", "EB_chair_S_in")
# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_S_pushing_buttons_seated_C")
# Science Talking to other stations
# Engineer Movement
kAM.LoadAnimation ("data/animations/Amb_stand_e_s.nif", "Amb_stand_e_s")
kAM.LoadAnimation ("data/animations/Amb_seated_e_s.nif", "Amb_seated_e_s")
kAM.LoadAnimation ("data/animations/Amb_face_capt_e.nif", "Amb_face_capt_e")
kAM.LoadAnimation ("data/animations/Amb_chair_e_face_capt.nif", "Amb_chair_e_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_e_reverse.nif", "Amb_face_capt_e_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_e_face_capt_reverse.nif", "Amb_chair_e_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_E_in.nif", "EB_chair_E_in")
# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_E_pushing_buttons_seated_C")
# Engineer Talking to other stations
#
# medium animations
# Helm Movement
kAM.LoadAnimation ("data/animations/Amb_stand_h_m.nif", "Amb_stand_h_m")
kAM.LoadAnimation ("data/animations/Amb_seated_h_m.nif", "Amb_seated_h_m")
kAM.LoadAnimation ("data/animations/Amb_face_capt_h.nif", "Amb_face_capt_h")
kAM.LoadAnimation ("data/animations/Amb_chair_H_face_capt.nif", "Amb_chair_H_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_h_reverse.nif", "Amb_face_capt_h_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_H_face_capt_reverse.nif", "Amb_chair_H_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_glance_h_m.nif", "Amb_glance_h_m")
kAM.LoadAnimation ("data/animations/EB_glance_h_m_reverse.nif", "Amb_glance_h_m_reverse")
kAM.LoadAnimation ("data/animations/Amb_seated_H.nif", "Amb_seated_h")
#kAM.LoadAnimation ("data/animations/Amb_interaction_H.nif", "Amb_interaction_h")
kAM.LoadAnimation ("data/animations/EB_hit_h.NIF", "Amb_hit_h")
# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_console_slide_A")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_console_slide_B")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_console_slide_C")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_console_slide_D")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_H_pushing_buttons_F")
# Helm Talking to other stations
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_C_M.NIF", "EB_H_Talk_to_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_E_M.NIF", "EB_H_Talk_to_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_S_M.NIF", "EB_H_Talk_to_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_T_M.NIF", "EB_H_Talk_to_T_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_C_M.NIF", "EB_H_Talk_fin_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_E_M.NIF", "EB_H_Talk_fin_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_S_M.NIF", "EB_H_Talk_fin_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_T_M.NIF", "EB_H_Talk_fin_T_M")
# XO Movement
kAM.LoadAnimation ("data/animations/Amb_seated_C_M.nif", "Amb_seated_c_m")
kAM.LoadAnimation ("data/animations/Amb_stand_C_M.nif", "Amb_stand_c_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_c1.nif", "Amb_face_capt_c1")
kAM.LoadAnimation ("data/animations/Amb_face_capt_c.nif", "Amb_face_capt_c")
kAM.LoadAnimation ("data/animations/Amb_face_capt_C_reverse.NIF", "Amb_face_capt_C_reverse")
kAM.LoadAnimation ("data/animations/EB_face_capt_c1_reverse.NIF", "Amb_face_capt_c1_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_c.NIF", "EB_hit_c")
#Commander interaction
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_A")
kAM.LoadAnimation ("data/animations/Amb_C_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_B")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_C")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_D")
kAM.LoadAnimation ("data/animations/Amb_s_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_E")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_F")
kAM.LoadAnimation ("data/animations/Amb_e_pushing_buttons_A.NIF", "EB_C_pushing_buttons_seated_G")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_A.NIF", "EB_X_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_B.NIF", "EB_X_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_C.NIF", "EB_X_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_D.NIF", "EB_X_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_E.NIF", "EB_X_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_F.NIF", "EB_X_pushing_buttons_F")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_G.NIF", "EB_X_pushing_buttons_G")
# XO Talking to other stations
kAM.LoadAnimation ("data/animations/EB_C_Talk_E_M.NIF", "EB_C_Talk_E_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G2_M.NIF", "EB_C_Talk_G2_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G3_M.NIF", "EB_C_Talk_G3_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_TH_M.NIF", "EB_C_Talk_TH_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_S_M.NIF", "EB_C_Talk_S_M")
# Guest Animations
kAM.LoadAnimation ("data/animations/EB_L1toX_M.nif", "EB_L1toX_M")
kAM.LoadAnimation ("data/animations/EB_seated_X_m.nif", "EB_seated_X_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_X.nif", "EB_face_capt_X")
kAM.LoadAnimation ("data/animations/EB_face_capt_X_reverse.NIF", "EB_face_capt_X_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_x.NIF", "Amb_hit_x")
# Extras
kAM.LoadAnimation ("data/animations/Amb_L1toG3_S.nif", "Amb_L1toG3_S")
kAM.LoadAnimation ("data/animations/Amb_L1toG3_M.nif", "Amb_L1toG3_M")
kAM.LoadAnimation ("data/animations/Amb_L1toG3_L.nif", "Amb_L1toG3_L")
# kAM.LoadAnimation ("data/animations/Amb_L2toG1_S.nif", "Amb_L2toG1_S")
# kAM.LoadAnimation ("data/animations/Amb_L2toG1_M.nif", "Amb_L2toG1_M")
# kAM.LoadAnimation ("data/animations/Amb_L2toG1_L.nif", "Amb_L2toG1_L")
kAM.LoadAnimation ("data/animations/Amb_L2toG2_S.nif", "Amb_L2toG2_S")
kAM.LoadAnimation ("data/animations/Amb_L2toG2_M.nif", "Amb_L2toG2_M")
kAM.LoadAnimation ("data/animations/Amb_L2toG2_L.nif", "Amb_L2toG2_L")
# kAM.LoadAnimation ("data/animations/Amb_G1toL2_S.nif", "Amb_G1toL2_S")
# kAM.LoadAnimation ("data/animations/Amb_G1toL2_M.nif", "Amb_G1toL2_M")
# kAM.LoadAnimation ("data/animations/Amb_G1toL2_L.nif", "Amb_G1toL2_L")
kAM.LoadAnimation ("data/animations/Amb_G2toL2_S.nif", "Amb_G2toL2_S")
kAM.LoadAnimation ("data/animations/Amb_G2toL2_M.nif", "Amb_G2toL2_M")
kAM.LoadAnimation ("data/animations/Amb_G2toL2_L.nif", "Amb_G2toL2_L")
kAM.LoadAnimation ("data/animations/Amb_G3toL1_S.nif", "Amb_G3toL1_S")
kAM.LoadAnimation ("data/animations/Amb_G3toL1_M.nif", "Amb_G3toL1_M")
kAM.LoadAnimation ("data/animations/Amb_G3toL1_L.nif", "Amb_G3toL1_L")
# Large animations
# Tactical Movement
kAM.LoadAnimation ("data/animations/Amb_stand_t_l.nif", "Amb_stand_t_l")
kAM.LoadAnimation ("data/animations/Amb_seated_t_l.nif", "Amb_seated_t_l")
kAM.LoadAnimation ("data/animations/Amb_face_capt_t.nif", "Amb_face_capt_t")
kAM.LoadAnimation ("data/animations/Amb_chair_T_face_capt.nif", "Amb_chair_T_face_capt")
kAM.LoadAnimation ("data/animations/Amb_face_capt_t_reverse.nif", "Amb_face_capt_t_reverse")
kAM.LoadAnimation ("data/animations/Amb_chair_T_face_capt_reverse.nif", "Amb_chair_T_face_capt_reverse")
kAM.LoadAnimation ("data/animations/Amb_seated_T.nif", "Amb_seated_t")
kAM.LoadAnimation ("data/animations/EB_hit_t.NIF", "Amb_hit_t")
# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_console_slide_A")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_console_slide_B")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_console_slide_C")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_console_slide_D")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/Amb_T_pushing_buttons_A.NIF", "EB_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/Amb_H_pushing_buttons_A.NIF", "EB_T_pushing_buttons_F")
# Tactical Talking to other stations
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_H_L.NIF", "EB_T_Talk_to_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G2_L.NIF", "EB_T_Talk_to_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G3_L.NIF", "EB_T_Talk_to_G3_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_H_L.NIF", "EB_T_Talk_fin_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G2_L.NIF", "EB_T_Talk_fin_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G3_L.NIF", "EB_T_Talk_fin_G3_L")
return
###############################################################################
# UnloadAnimations()
#
# Unload any Ambassador bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def UnloadAnimations ():
kAM = App.g_kAnimationManager
kAM.FreeAnimation("Amb_Door_L1")
kAM.FreeAnimation("Amb_Door_L2")
# Small animations
# Science Movement
kAM.FreeAnimation("Amb_stand_s_s")
kAM.FreeAnimation("Amb_seated_s_s")
kAM.FreeAnimation("Amb_face_capt_s")
kAM.FreeAnimation("Amb_chair_s_face_capt")
kAM.FreeAnimation("Amb_face_capt_s_reverse")
kAM.FreeAnimation("Amb_chair_s_face_capt_reverse")
kAM.FreeAnimation("EB_chair_S_in")
# Science Console Slides and Button Pushes
kAM.FreeAnimation("EB_S_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_S_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_S_pushing_buttons_seated_C")
# Science Talking to other stations
# Engineer Movement
kAM.FreeAnimation("Amb_stand_e_s")
kAM.FreeAnimation("Amb_seated_e_s")
kAM.FreeAnimation("Amb_face_capt_e")
kAM.FreeAnimation("Amb_chair_e_face_capt")
kAM.FreeAnimation("Amb_face_capt_e_reverse")
kAM.FreeAnimation("Amb_chair_e_face_capt_reverse")
kAM.FreeAnimation("EB_chair_E_in")
# Engineer Console Slides and Button Pushes
kAM.FreeAnimation("EB_E_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_E_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_E_pushing_buttons_seated_C")
# Engineer Talking to other stations
# medium animations
# Helm Movement
kAM.FreeAnimation("Amb_stand_h_m")
kAM.FreeAnimation("Amb_seated_h_m")
kAM.FreeAnimation("Amb_face_capt_h")
kAM.FreeAnimation("Amb_chair_h_face_capt")
kAM.FreeAnimation("Amb_face_capt_h_reverse")
kAM.FreeAnimation("Amb_chair_h_face_capt_reverse")
kAM.FreeAnimation("Amb_seated_h")
#kAM.FreeAnimation("Amb_interaction_h")
kAM.FreeAnimation("Amb_hit_h")
# Helm Console Slides and Button Pushes
kAM.FreeAnimation("EB_H_console_slide_A")
kAM.FreeAnimation("EB_H_console_slide_B")
kAM.FreeAnimation("EB_H_console_slide_C")
kAM.FreeAnimation("EB_H_console_slide_D")
kAM.FreeAnimation("EB_H_pushing_buttons_A")
kAM.FreeAnimation("EB_H_pushing_buttons_B")
kAM.FreeAnimation("EB_H_pushing_buttons_C")
kAM.FreeAnimation("EB_H_pushing_buttons_D")
kAM.FreeAnimation("EB_H_pushing_buttons_E")
kAM.FreeAnimation("EB_H_pushing_buttons_F")
# Helm Talking to other stations
kAM.FreeAnimation("EB_H_Talk_to_C_M")
kAM.FreeAnimation("EB_H_Talk_to_E_M")
kAM.FreeAnimation("EB_H_Talk_to_S_M")
kAM.FreeAnimation("EB_H_Talk_to_T_M")
kAM.FreeAnimation("EB_H_Talk_fin_C_M")
kAM.FreeAnimation("EB_H_Talk_fin_E_M")
kAM.FreeAnimation("EB_H_Talk_fin_S_M")
kAM.FreeAnimation("EB_H_Talk_fin_T_M")
# XO Movement
kAM.FreeAnimation("Amb_seated_c_m")
kAM.FreeAnimation("Amb_stand_c_m")
kAM.FreeAnimation("Amb_face_capt_c1")
kAM.FreeAnimation("Amb_face_capt_c")
kAM.FreeAnimation("Amb_face_capt_C_reverse")
kAM.FreeAnimation("Amb_face_capt_c1_reverse")
kAM.FreeAnimation("Amb_hit_c")
# XO Console Slides and Button Pushes
kAM.FreeAnimation("EB_C_pushing_buttons_seated_A")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_B")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_C")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_D")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_E")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_F")
kAM.FreeAnimation("EB_C_pushing_buttons_seated_G")
# XO Talking to other stations
kAM.FreeAnimation("EB_C_Talk_E_M")
kAM.FreeAnimation("EB_C_Talk_H_M")
kAM.FreeAnimation("EB_C_Talk_T_M")
kAM.FreeAnimation("EB_C_Talk_S_M")
# Guest Animations
kAM.FreeAnimation("EB_L1toX_M")
kAM.FreeAnimation("EB_seated_X_m")
kAM.FreeAnimation("EB_face_capt_X")
kAM.FreeAnimation("EB_face_capt_X_reverse")
kAM.FreeAnimation("Amb_hit_x")
kAM.FreeAnimation("EB_X_pushing_buttons_A")
kAM.FreeAnimation("EB_X_pushing_buttons_B")
kAM.FreeAnimation("EB_X_pushing_buttons_C")
kAM.FreeAnimation("EB_X_pushing_buttons_D")
kAM.FreeAnimation("EB_X_pushing_buttons_E")
kAM.FreeAnimation("EB_X_pushing_buttons_F")
kAM.FreeAnimation("EB_X_pushing_buttons_G")
#Extra
##kAM.FreeAnimation("Amb_L1toG3_S")
##kAM.FreeAnimation("Amb_L1toG3_M")
##kAM.FreeAnimation("Amb_L1toG3_L")
# kAM.FreeAnimation("Amb_L2toG1_S")
# kAM.FreeAnimation("Amb_L2toG1_M")
# kAM.FreeAnimation("Amb_L2toG1_L")
##kAM.FreeAnimation("Amb_L2toG2_S")
##kAM.FreeAnimation("Amb_L2toG2_M")
##kAM.FreeAnimation("Amb_L2toG2_L")
# kAM.FreeAnimation("Amb_G1toL2_S")
# kAM.FreeAnimation("Amb_G1toL2_M")
# kAM.FreeAnimation("Amb_G1toL2_L")
##kAM.FreeAnimation("Amb_G2toL2_S")
##kAM.FreeAnimation("Amb_G2toL2_M")
##kAM.FreeAnimation("Amb_G2toL2_L")
##kAM.FreeAnimation("Amb_G3toL1_S")
##kAM.FreeAnimation("Amb_G3toL1_M")
##kAM.FreeAnimation("Amb_G3toL1_L")
# Large animations
# Tactical Movement
kAM.FreeAnimation("Amb_stand_t_l")
kAM.FreeAnimation("Amb_seated_t_l")
kAM.FreeAnimation("Amb_face_capt_t")
kAM.FreeAnimation("Amb_chair_T_face_capt")
kAM.FreeAnimation("Amb_face_capt_t_reverse")
kAM.FreeAnimation("Amb_chair_T_face_capt_reverse")
kAM.FreeAnimation("Amb_seated_t")
kAM.FreeAnimation("Amb_hit_t")
# Tactical Console Slides and Button Pushes
kAM.FreeAnimation("EB_T_console_slide_A")
kAM.FreeAnimation("EB_T_console_slide_B")
kAM.FreeAnimation("EB_T_console_slide_C")
kAM.FreeAnimation("EB_T_console_slide_D")
kAM.FreeAnimation("EB_T_pushing_buttons_A")
kAM.FreeAnimation("EB_T_pushing_buttons_B")
kAM.FreeAnimation("EB_T_pushing_buttons_C")
kAM.FreeAnimation("EB_T_pushing_buttons_D")
kAM.FreeAnimation("EB_T_pushing_buttons_E")
kAM.FreeAnimation("EB_T_pushing_buttons_F")
# Tactical Talking to other stations
kAM.FreeAnimation("EB_T_Talk_to_H_L")
kAM.FreeAnimation("EB_T_Talk_to_G2_L")
kAM.FreeAnimation("EB_T_Talk_to_G3_L")
kAM.FreeAnimation("EB_T_Talk_fin_H_L")
kAM.FreeAnimation("EB_T_Talk_fin_G2_L")
kAM.FreeAnimation("EB_T_Talk_fin_G3_L")
return
of course this bridge will use all animation and sounds from original bridge (ent-c/amb) except of model/textures directory, If you want to make other bridge based on enterprise-c/ambassador model change lines marked in red for desired
Then you need autoload plugin in Scripts/Custom/Autoload/'filename'.py (name will be ConstellationBridge.py)
and you put there these :
import Foundation
# Uncomment the below to enable!
Foundation.BridgeDef('[color=red]Constellation', 'Constellation'[/color], dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'AmbHelm': [ 'data/animations/Amb_stand_h_m.nif', 'Amb_stand_h_m' ],
'AmbTactical': [ 'data/animations/Amb_stand_t_l.nif', 'Amb_stand_t_l' ],
'AmbCommander': [ 'data/animations/Amb_stand_c_m.nif', 'Amb_stand_c_m' ],
'AmbScience': [ 'data/animations/Amb_stand_S_S.nif', 'Amb_stand_s_s' ],
'AmbEngineer': [ 'data/animations/Amb_stand_e_s.nif', 'Amb_stand_e_s' ],
'AmbGuest': [ 'data/animations/Amb_stand_X_m.nif', 'Amb_stand_X_m' ],
},
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/EntC/door.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 0.3,"file": "sfx/EntC/ambience.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/EntC/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/EntC/yellow.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/EntC/hail.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/EntC/hail.wav", "group": "BridgeGeneric"}},
"LoadingScreen": "data/Icons/LoadingScreens/AmbLoading.tga",
} )
this is homemade method I bet there are more professional but this is the only I know at this time and is quite easy (I hope)
just in case you have problems with it I attach scripts 'Constellation.py' should go to Scripts/Custom/Autoload folder and 'ConstellationBridge.py' to Scripts/Bridge folder
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I put both of those in, and the Constellation is still not showing up in the QB menu.
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my foult constellation.py should go to bridge directory and constellationBridge.py to autoload
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Details, details :P.
Mostly learning the texture quirks of the bridge now. Did you know the Tactical station texture is backwards! Luckily, my modifications allign perfectly after a flip. The problem is that the four tactical textures are different sizes, which makes a retexture difficult to allign.
The rear MSD is the same way too, it seems to get distorted.
This will be a very quirky bridge, but hey, it's a Constellation! Very quirky ship :P.
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Yeah the worst things in retexturing bridge are animated screens and flipped screens, at the moment I'm working on complete ENT-B bridge retexture including canon LCARS, soon I'll post it in new tread
If You will need some totally new TMP era LCARS I can provide You with them :) tho they're still to be animated, still working on them
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I would love some, since I hate to say the original CBridge textures kinda are very low-res.
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The forward MSD in front of the viewscreen is set, and I am happy with it. The "Radar" image needs a little work, but I forgot what a Constellation looks like from the top, so I will be editing that soon.
(http://img520.imageshack.us/img520/3853/screenshot003si3.png)
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best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh
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oh i see you finished off my cutaway, very nicely i might add
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best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh
Pardon?
And thanks Darran. I may just skip the aft MSD and put some random gauge there. I am going to ask Bones if I can steal a few of his TMP LCARS to spruce the bridge up.
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....but I forgot what a Constellation looks like from the top, so I will be editing that soon.
Maybe this will help?
(http://www.cs.umanitoba.ca/~djc/evost/dev/pics/constellation.gif)
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No problem steal whatever you want, but I have only 1st anim still need 4 more - I'm finishing up them but as soon as they're done I'll let you know :)
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best way I find is to render the 3d model and save the image as png, so all that will be seen is the mesh
Pardon?
What app do you use?
If its max then load the ship model, render the top view and save the render as a PNG and when you open it in a program like photoshop (I know it works in photoshop but not sure about others) all you will see is the ship and not the background so no need to cut round the picture. Sorry if you still don't understand lol
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Since I am only retexturing, I use Paint.Net :P.
I'm just going to opaque a top-down view from Newman's post.
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Ok
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*locked per author's request*
http://bc-central.net/forums/index.php/topic,2215.0.html