Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Excal_Luke on October 24, 2007, 04:25:30 PM
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Hi, For the last couple of weeks or so ive been working on the Wells class bridge, and basically the lack of reference shots is making it difficult.
So far ive managed to do what i can, which i think is quite alot, however i'd like to humbly ask if anyone could find me some reference shots of maily the roof or back compartment/ back area of the bridge, i'd much appriciate it.
Ive looked on google everywhere, and from what ive found, ive constructed this.:
PICS REMOVED SEE BELOW
This bridge has been a nightmare, and ive probably scrapped and restarted it 3 or 4 times now.
Critisism welcome, and yes i know that the viewscreen is a bit big, and yes i know that there are some lights not positioned correctly.
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It may not be much, but will this help - http://www.st-spike.org/images/interiors/relativity_bridge.jpg ?
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Posting the same image that "cor" linked to, but as an attachment instead. So far I think what you've got is a whole lot. Hope to see this bridge completed eventually, cause it was pretty cool in the episode.
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=91
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=92
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=94
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=100
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=101
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=108
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=109
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=110
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=111
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=112
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=235
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=332
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=436
I think these images take care of a great deal of reference. For the full album from the episode,
http://voy.trekcore.com/gallery/thumbnails.php?album=134
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Interesting, it would be nice to have the relativity's bridge in-game. Just a small suggestion at this point - you said that some
of the lights aren't positioned correctly; you can worry about light setup and lightmapping later, but you really should try to
make the ambient lighting in the renders a bit more intensive, these pics are a little dark.
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Interesting, it would be nice to have the relativity's bridge in-game. Just a small suggestion at this point - you said that some
of the lights aren't positioned correctly; you can worry about light setup and lightmapping later, but you really should try to
make the ambient lighting in the renders a bit more intensive, these pics are a little dark.
I agree, either remove the lights or have the bright enough for people to see. I would suggest to worry about lighting after the model/textures are done. I was going to say what this bridge was from, but after the later post I realised it was that future ship from Voyager. What is the current poly count?
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Yep, either default lighting for now, or maybe white skylight with 1,0 strength - this would make it more visible while adding ambient occlusion, that's always nice for quick presentation purposes.
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Thats pleanty of reference pics - thanks all!? :D
Ive been at it all day and this is the outcome:
Its at a staggering 23 polies and 28 tris. :shock:
Ive made it lighter aswell
(http://i127.photobucket.com/albums/p127/intercepter1/wells4.jpg)
(http://i127.photobucket.com/albums/p127/intercepter1/wells3.jpg)
(http://i127.photobucket.com/albums/p127/intercepter1/wells2.jpg)
enjoy
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Its at a staggering 23 polies and 28 tris. :shock:
looks good... but
im assuming by 23 polys u mean 23k polys.... in any case that bridge could run on some computers but deffo not the majority.... try cutting out some details as some stuff can be done with textures
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Looks nice, what did the computer displays look like? (LCARS) I couldn't remember
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Nice job, can't wait to see it textured!
matt: check out darkthunder's links, they're screenshots which will give you an idea what the relativity's lcars panels look like.
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I think this might help a bit...
http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm (http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm)
you should see what i mean near the bottom of the page
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I think this might help a bit...
http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm (http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm)
you should see what i mean near the bottom of the page
Beware with where you get panels these days, and about credits.
Everyone here remembers Ralat's junk all around the forums.
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I think this might help a bit...
http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm (http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars_Voyager_panels.htm)
you should see what i mean near the bottom of the page
hey, good finding!
that will come handy for many projects.
now, on the main subject: consider deleting those faces that are not seen, like those blocks in the ceiling lamp, or the back of the walls.
also, instead of making a curve with many polygons to look smooth, use as few as possible and then mask the lack of faces with smoothing groups and lighting.
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Great find, this will surely come in handy!
As for optimization, if you need advice, render a few wire shots and we'll see what can be optimized.
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I will certainly give tips for that as well as I had to optimize the mantis bridge
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As for optimization, if you need advice, render a few wire shots and we'll see what can be optimized.
agreed.
but not a wire pic, a flat-shaded with overlayed wireframe could do. increase the ambience light a bit when you render it.
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ok, ill give you some wire shots next time i can, but for now, i've started texturing, im thinking about restarting texturing because ive got textures in different formats all over the place, however, this is what ive done:
I cant find any pictures of the roof, so ive textured it how i think is may look like, but its still not final
And ive manages to get the poly count to 18,837
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its looking reallly good but you really need to sort out the poly count... look for a limit of around 12K otherwise this baby is gonna struggle if u need a hand decreasing the PC send us the mesh over msn and ill take a look at it :)
seanabooth@hotmail.com
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Nice work, but as you should listen to Sean about the poly count; the intrepid v3 in KM1.0 is about 18k and i have had complaints about lag.
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Looks great. But I bet you could shave of 3-4000 tris without losing much of the visual quality.
I built the entire runabout interior, not just the cockpit but the entire craft, and it's around 13,000 tris
without looking like it's from a 1995 game :)
It can be done. Those wires should really help us help you optimize.
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It can be done ;)
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Wow, thanks for the support guys, here are the wireframes you wanted,- and Thanks.
Am i right in saying that ive read somewhere before that the intrepid bridge was 23 polies? or am i getting it mixed up with somthing else?, nevermind, it doesnt matter, I have, however managed to get the poly count down to 14,588
Heres wireframes of the actual bridge only, not the extra bits, like chairs and work stations.
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Nice work, but as you should listen to Sean about the poly count; the intrepid v3 in KM1.0 is about 18k and i have had complaints about lag.
Mark just told you... Around 18.000 polygons on the Intrepid v3 bridge. If the current total polycount of your Wells bridge is around 14-15.000 i'd say that's pretty good. Not sure if that's the right "kind" of wireframe that they were asking for.
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Little somthing extra that might help with the modding of this ship
http://starfleetcommand.iwarp.com/fleetships.html
Few pics that might. Cant wait to see this done. Been waiting for this bridge for a very long time.
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http://www.star-trek-voyager.net/uss_relativity1.htm
If anyone else decides to make the uniforms for the bridge staff i found this.
http://www.star-trek-voyager.net/uniforms/unif_relativity.htm
Some of the pictures give you a decent look at what the lighting is like on the bridge and the postion of things.
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And Last But not least...
http://www.star-trek-voyager.net/uss_relativity8.htm
computer termal shots of the termporal disruptor
http://www.star-trek-voyager.net/articles/temporaldisruptor.htm
Good Portal Shots
http://www.star-trek-voyager.net/uss_relativity6.htm
Layout
http://www.star-trek-voyager.net/uss_relativity3.htm
~~Computer Interface~~
Last but no least the plaque and captains console
http://www.star-trek-voyager.net/uss_relativity5.htm
http://www.star-trek-voyager.net/uss_relativity10.htm
Ok i'll stop for awile :P
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From what I could gather from those wires, the bridge itself looks fairly well optimized. If you want to further reduce the polycount, you'll probably need to optimize the furniture. Your current polycount is at about 14,500? That's fine, if you manage to optimize the chairs and stuff you can probably easily reach 13,000. But don't overdo it - it's better to have a bit more poly-intensive bridge then to loose the visual quality. There will always be people with old machines who'll be whining about the fps, so it's up to you to decide when you're done optimizing.
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Hey capt.draven - judging by the amount of posts you've made im guessing your new, so welcome!, and thanks for the links - great find.
And im sure its been said before that the intrepid bridge was 23k however it doesn't matter, forget i even wrote it.
And since my poly count is 14K im going to add those ceiling lights that i had to delete before.
What do i need to do to create animated TCARS? - Do i create the different Pictures that go together and name them anim1, anim2, anim3 etc... Is it done in the scripting stages? or is there a special way i can put the images together to make animated TCARS.
Cheers for any replies.
P.S- nice avatar capt.Draven ;)
P.P.S - I allready have your MSN sean, i'd think that you'd remember seeing as every time we have a conversation i end up making myself sound like a numpty :?
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:arms: Yeah... I'm new Alright. I work the night shift, and had the night off.. couldnt sleep so I thought I would bless you all with my posts. Didnt intend for there to be that many... just kept finding better pics for the bridge :P, sorry. Anyway Bridge looks great so far man it will look awsome when your done.
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And im sure its been said before that the intrepid bridge was 23k however it doesn't matter
people always get the PC on the intrepid confused with the high poly bridge test conducted by myself and mark. the bridge that was around 23k was the ent a bridge with the random chairs thrown in all over the place. Intrepid v3 was around 14K
What do i need to do to create animated TCARS? - Do i create the different Pictures that go together and name them anim1, anim2, anim3 etc... Is it done in the scripting stages? or is there a special way i can put the images together to make animated TCARS.
catch me on msn and i can explain animated lcars to you quite quickly, tho probs wont be online tonight, however til then you could begin working on each frame of the animation. save them all as TGA and name them something like eng_lcar1_1, eng_lcar1_2 etc
P.P.S - I allready have your MSN sean, i'd think that you'd remember seeing as every time we have a conversation i end up making myself sound like a numpty :?
I have way too many random contacts to know exactly who is who on there, half of them i have no idea about :S
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Intrepid v3 was around 14K
Until i added a high polie turbo lift heh.
14k is the top end of what we are creating in excalibur, so that should be fine.
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Thanks sean, that cleared up my confusion, and cheers mark.
Now im wondering, on the bridge, above the captains console there is a window, shown below.
I think its been mentioned before in some other thread, but is it possible to create a second viewscreen? and lock it on side view? or shall i just apply a space texture to it.
I think it was mentioned in one of the stargate bridge threads- I'll take a look
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If worst comes to worst, use BPCore animated textures.
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Now im wondering, on the bridge, above the captains console there is a window, shown below.
I think its been mentioned before in some other thread, but is it possible to create a second viewscreen? and lock it on side view? or shall i just apply a space texture to it.
I think it was mentioned in one of the stargate bridge threads- I'll take a look
There was certainly a discussion about it on BCS somewhere, but after that (and a MSN convo with LJ) a concesus was reached that the coding to make a second veiwscreen work was difficult at best. However, aparently locking a veiwscreen to look one way is very easy. Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?
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Locking the camera is also possible, remember the Shuttle View plugin for BPCore? ;)
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Not sure if that's the right "kind" of wireframe that they were asking for.
actually, this is what I had in mind
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Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?
actually, that is what i was thinking... going back thru the links in this thread, these do show that...
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=92
http://voy.trekcore.com/gallery/displayimage.php?album=134&pos=235
http://www.star-trek-voyager.net/uss_relativity8.htm
and on this site, it does say "above 5 screenshots: the Relativity's main viewscreen displays an animated schematic of the temporal disruptor, [Relativity]"
http://www.star-trek-voyager.net/articles/temporaldisruptor.htm
so perhaps it is a viewscreen, but also like a giant LCARS (or whatever)?
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so perhaps it is a viewscreen, but also like a giant LCARS (or whatever)?
remember "deja q" when Worf projects the fixed moon's orbit on the viewscreen itself?
or in "the die is cast" when the cardassian request the tactical map on screen?
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ya - that was my other thought... and of course, in First Contact the viewscreen was like a "wall" when they arrived at the Borg battle...
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Nighthawk, what would i do to get that wireframe like in the piccy you supplied.- thanks
Isn't the main veiwscreen on the Relativity a computer screen (ie colourful and vague pictures) rather than a 'window'?
Yes, the wiewscreen is a big LCAR, i diddnt mean make the window the viewscreen, i meant create a second Viewscreen. so that you have one ''viewscreen'' at the front of the bridge,(where the giant LCAR is) and one ''viewscreen'' in/behind the window, locked so it allways looks left. - so that when your moving forward you can see the stars going past in the window, and at the front ''viewscreen'' you can see your target
However if you'd like the main wiewscreen (on the actual bridge model) not to be a ''viewscreen'' and just an animated texture thats fine because i could then put the''viewscreen'' where the window is.
Hope you understood that and it was my fault for not explaning my perception on the term viewscreen.
- Hope i dont have to make a movie explaining what i mean. :roll:
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Nighthawk, what would i do to get that wireframe like in the piccy you supplied.- thanks
that depends on what program you use.
Hope you understood that and it was my fault for not explaning my perception on the term viewscreen.
actually, by viewscreen we mean anything like a big LCD screen where you can put anything from a fore camera to a routed computer screen.
what you see in the bridge, besides a big LCARS display, can also be turned to "window" mode and let you see the outside.
to clarify the terms:
window: a bare glass, open to the outside.
viewscreen: a computer display, display-based only.
LCARS: a console, with touch sensors. aka, touchscreen. in case you lost the point, a console like those in TOS. buttons, switches and lights, but in digital form. think of it as a, say, a microwave grill panel. flat, kinda digital, but it's based on buttons that you can't see. in the end, it's not a "screen", but a "keyboard"
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I think it was me that was lax on the explaining :P! I was trying to say that the giant LCARS wouldn't count as a veiwscreen. It would just be an animated texture, so that window can count as the veiwscreen. Like MLeo said, it is possible to lock it looking one way. So there is only the one veiwscreen as far as the game engine can see, the window. Does that make the slightest shread to sense to anyone? Though I may what the hell I'm talking about, my ability to put it into words is painfully poor!
remember "deja q" when Worf projects the fixed moon's orbit on the viewscreen itself?
or in "the die is cast" when the cardassian request the tactical map on screen?
Thats cos in the trek world, the veiwscreen is a giant computer screen. You can look in any direction, zoom in, project things up etc.
ya - that was my other thought... and of course, in First Contact the viewscreen was like a "wall" when they arrived at the Borg battle...
I assume thats cos they just turned the thing off!
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Im using max 9.
:argh: nighthawk, stop confusing me !!?!
anywho, while we are on the subject, would you prefer
1) The main viewscreen to be an animated LCAR Viewscreen/ Display, whatever you wanna call it. OR
2) The main viewscreen to be like the other bridges - so you can see forward/ see your target etc...
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Im using max 9.
:argh: nighthawk, stop confusing me !!?!
:P
good thing I did that to clarify lol
anywho, while we are on the subject, would you prefer
1) The main viewscreen to be an animated LCAR Viewscreen/ Display, whatever you wanna call it. OR
2) The main viewscreen to be like the other bridges - so you can see forward/ see your target etc...
is should have been better if you put it as:
1- as the canon bridge's LCARS screen
2- as any other bridge screen
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while i do enjoy firing and maneuvering while in bridge-mode, i do admit i think the first choice is best...
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:roll:
I think that having an animated display would be more cannon, but playability-wise its not that good. But then again the player could just press 'space' and see the action that way.
I also think that having an animated lcar would be better so what would be the ''viewscreen'' could be put just outside where that window is, and then locked to look left allways...
might make a poll, with Nighthawks help on how to word it, of course. ;)
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might make a poll, with Nighthawks help on how to word it, of course. ;)
*'sucker' banner over my head*
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now, seriously. with a bit of scripting, and maybe BP modules, there might be possible to trigger a camera change when you press the "on screen" button, or any of the directional screens buttons (home, end, pg up, pg down, etc), thus changing the LCARS to viewscreen at will.
a 3rd Era member can explain it better lol.
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I was also thinking about something like this:
Your average viewscreen in the middle, where its black, and around the edges have it textured and animated.
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You could even put an object really close to it with transparent properties and have it change textures for several events. If you texture it in the form of the Wells class viewscreen, then you can create something that looks similar. And you can change the textures on the fly through BPCore. It might not even need to be a seperate object, but someone with more bridge creation knowledge will have to answer that.
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transparency in BC can be a bit tetchy, and getting bpcore set up perfectly can also take a while. My advice to you would be to keep things simple for this first version; after all you can always go back and modify the model later if you feel brave :)
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At the very least couldnt you make it a standered viewscreen and then use the "Lcars-like" display as the bridge loading image, so you can see it while loading?
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At the very least couldnt you make it a standered viewscreen and then use the "Lcars-like" display as the bridge loading image, so you can see it while loading?
That's not a bad idea..
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At the very least couldnt you make it a standered viewscreen and then use the "Lcars-like" display as the bridge loading image, so you can see it while loading?
Its a good idea - and like Mark said, i could allways make a v2
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Ive been at the textures all day today, and heres the outcome, ive tried to make them as cannon as posible, but the reference pics all have either capt braxton or the other guy in the way, blocking me from seing the full TCAR, but this is what ive created, enjoy
critisism welcome.
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looking good so far, but may i recommend that whilst im sure you eager to move on with this, you consider doing a unique pannel for each console to avoid the repetition like we has on the stock galaxy bridge
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yea, ill get to it eventually.
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nice texture work on the TCARS (i think thats right)
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:lol: Intercepter I got to had it to you. You got MAD skillzz. Looking awsome. Now hurry up and finish it :P
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This is the bridge that I always hated. Mainly because of the whole haphazard shape of it and that fact that it had a transpoter on it in a random place for time travel really bugged me. You'd think that a ship from the future would have a more symetrical bridge.
But dont take this as an offence, as I am liking the quality of work that has gone into this project and will definatly download it when its finished.
You've gotta admit though, that who ever designed this bridge for the Voyager episode, failed to put effort into it.
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This is the bridge that I always hated. Mainly because of the whole haphazard shape of it and that fact that it had a transporter on it in a random place for time travel really bugged me. You'd think that a ship from the future would have a more symmetrical bridge.
But don't take this as an offense, as I am liking the quality of work that has gone into this project and will defiantly download it when its finished.
You've gotta admit though, that who ever designed this bridge for the Voyager episode, failed to put effort into it.
To be honest i don't think its a bridge, More of a Temporal Operations, Or some sort of advanced transporter room and Engineering merged into one.
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:lol: Intercepter I got to had it to you. You got MAD skillzz. Looking awsome. Now hurry up and finish it :P
That gave me smile ear to ear - thanks. :D
This is the bridge that I always hated. Mainly because of the whole haphazard shape of it and that fact that it had a transpoter on it in a random place for time travel really bugged me. You'd think that a ship from the future would have a more symetrical bridge.
But dont take this as an offence, as I am liking the quality of work that has gone into this project and will definatly download it when its finished.
You've gotta admit though, that who ever designed this bridge for the Voyager episode, failed to put effort into it.
Ive allways liked the bridge, its a damn hard thing to model, ill admit, but i think that because of it not being symetric made it stand out for me. But i respect your opinion.
Ive started texturing the tcars in the briefing room, they're just about done.
Does anyone think they can whip up a dedication plaque for me, or i could 'borrow'' one from google image search. :wink:
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I did the stealing for you :)
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While your plaque looks pretty good Cpt. Draven, it's not entirely accurate:
LEFT COLUMN:
Wells-Class Timeship
Starfleet Registry NCV-474439-G
Seventh Ship To Bear the Name
United Federation of Planets
University of Copernicus
RIGHT COLUMN:
Temporal Integrity Commission
---- Can't make out the names, but there is 8th of them
"The only reason for time is so that everything doesn't happen all at once." --- E.M Rauch
However, the quote used on the plaque was actually said by Albert Einstein and was actually:
"The only reason for time is so that everything doesn't happen at once." --- A. Einstein
Source: http://www.quotedb.com/quotes/2309
More info: http://memory-alpha.org/en/wiki/USS_Relativity_dedication_plaque
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Ok... Now your trying to hurt my feelings. Well fair enough. But At least he was refered as to useing the qoute once or twice in his life time. And from my understanding it at least some what relates to the startrek series even Even if it was Albert Einstein Who made the qoute. But The rest lookd decent.. right? :P
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Well, yea the plaque itself looks really good. Except perhaps that you should give the text some shadow effects ;)
Other then that, it's just a matter of adjusting the text on the plaque :P
And I didn't mean to offend or hurt anyones feelings in the previous post I made. Just giving some constructive critisism on the matter.
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Ok I will remake it. Do you think I should go ahead and make Mr. Albert as the qouter or should I leave that part alone since the startrek database says that it was rouch? I think it would be unique if It I gave credit to the orignal qouter... what do you think?
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Indeed... but truth be told, it's you that's making the plaque. So ultimately whatever you decide i'm sure will turn out good. Just giving some helpful input on the project ;)
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Alright. Almost done... what do you all think so far?
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Ok... now am stuck... dont know what to put over in the right colom. :?
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Well, the first I would suggest is "Adm G. Roddenberry"
The rest is up to you, you can use the shows producer name as that's what they did for a lot of the plaques on the show. BTW, the plaque is looking good. :D
As far as I can see, there are 2 rows of names, each shows rank and name. Like the one above. You should check out the plaques Rob made over at BCS. They're really good.
http://bcscripters.com/forums/index.php/topic,852.0.html (http://bcscripters.com/forums/index.php/topic,852.0.html)
You may have to register first though.
Keep up the good work. :D
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Alright.. here we go... finished... i think
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:arms: Oh if you wish to have the name of the other qouter heres this version. Only difference is that this one has Rauch as the qouter
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I gotta hand it to you Draven, nice work,thanks very much, and i'd be more than happy to use it in the bridge.
- I think ill have Rauch as the quoter, just to stay cannon to the show.
Thanks again Draven - they look ACE !! :D
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Yeah you can use it. Thats what its there for. Been Searching around and so far its the only one of its type accept for the picture of the orignal from the show. Other then that... that plaque is the closes to the orginal there is at the moment. Just dont for get to throw some credit my way :lol: 8)
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Just dont for get to throw some credit my way
Yea, Thats no problem. Thanks again ;)
Heres an update :
Ive created another texture for the Work stations at the side of the bridge.
Ive redone the transporter area.
Dedication plaque - texture courtesy of Capt. Draven :roll: ;)
enjoy.
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WOOT! Looks awsome. I was looking at your computer station, at the blue lights right above... are you going to give it a curved look or weve look instead of being a stright angle?
http://starfleetcommand.iwarp.com/rel36.jpg
Example ^
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Are you going to give it a curved look or weve look instead of being a stright angle?
Done it, but i might change it a bit more, Anywho, now that texturing is just about finished (if you lot are happy with it) Ive moved on to some lighting, here is what i think red alert should be like.
That display around the main viewscreen will be an animated texture BTW.
P.S, how do i add more materials. ie: When you press 'M' in 3DS Max, the material editor pops up, and there are 24 or so maps? (the grey spheres at the top of the material editor window) - how do i add more of them?
thanks.
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wow thats....
AWESOME
fantastic work
but I don't have any knowledge about this, so I can't help you with your question
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Wow, Nice job, very good quality. Screw these people moaning about the LCARS, i'm sure when you get around to doing it properly, you'll make them worthy of the model.
Really nice.
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Damn... wow... that looks pretty damn awsome. Looks like its missing somthing though. Dont know what it is but it looks like it. I was lookinging at some of the pictures... in 3DMax along with some of the real shots from the show... I dont know crap about 3dmax. But is possible to make or give the impression that some of the panels are giving off light? if you look in some of the pictures around the computer stations and transporter, the walls look almost bluish green becuse of the reflection. Might look neat if you do that... give it some depth. Other then that... looks awsome... post some picture :P
http://www.star-trek-voyager.net/a1episodes/seasn5/pix118relativity/rel10
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Glad you like it. - nice to see so many replies in such a short time, :)
Ill see what i can do about that Capt Draven, im guessing a could change the ambient lighting to give the bridge a blue hue, IDK, i'll take a look tomorrow for ya.
Anywho, The first animated texture is complete!!! - Thanks Sean, and Legacy for origionally writing the post that told me how to do animated maps lol.
Anyway, Take a look:
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OMG! That's so AWSOME, I love how its coming out! who knows, instead of thinking its the Relavity Bridge, it could seem like the Enterprise F bridge :) :) Or the mantis bridge could make it look like the Enterprise F, Me and Future Bridges... :D Anyway, its coming out perfectly! I have nothing negative about this! GREAT WORK! :D :D
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beautiful!! :D
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... What can i say... Godly :lol: :P :shock: :D :o
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While we're at it:
Timeless... :mrgreen:
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Daily update:
1) Resized all textures from silly sizes to something more Suitable.
2) Ive re-done the front consoles, still to be changed a bit more.
3) Station at the back re-made, and texturing has begun on that, expect a render tomorrow.
Heres the station for now
Critisism welcome
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wow, that looks freaking awesome.
fantastic work.
the LCARS looks...perfect...like from a movie...
If bridge is completed and you need testers, let me know :P :)
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ME FIRST ME FIRST ME FIRST!!!
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hey check this out. Wile ago you were talking about what it might look if it was under red alert.
http://www.star-trek-voyager.net/a1episodes/seasn5/pix118relativity/rel29.jpg
If you look at the picture at the center of the console looks like its got some plexly glasss lines that might have lit up under red alert..
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Daily update:
1) Resized all textures from silly sizes to something more Suitable.
2) Ive re-done the front consoles, still to be changed a bit more.
3) Station at the back re-made, and texturing has begun on that, expect a render tomorrow.
Heres the station for now
Critisism welcome
very impressive, if you need help with stuff on this bridge gimme a shout and im sure we can lend a hand
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Those displays are very good indeed, keep up the good work
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Thanks all
Heres that back console
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that green looks a bit too "borg-like" in my oppinion...
But I have to watch the screens again how they really look like...
maybe it's right
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Oooo theres my plague in the background :P looks awsome man
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Thanks, Textures are finished, i now need to sort out that window (what im going to do with it,) and then i can lightmap.
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I just watched the Voy episode "Relativity" again, looks like you've done a great job with this bridge! How will you proceed regarding porting it in-game?
Also, did you plan on making a uniform mod to go with the bridge?
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Well, i am planning on lightmapping it myself, then learning how to animate.
I am planning then to bundle it up into a nice package and send it off to anyone who wanting to do the scripting, as i do not have to patiente to script.
unfortunatley I wasnt planning on doing a uniform mod.
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Well, i am planning on lightmapping it myself, then learning how to animate.
I am planning then to bundle it up into a nice package and send it off to anyone who wanting to do the scripting, as i do not have to patiente to script.
unfortunatley I wasnt planning on doing a uniform mod.
I'm afraid tha the animation process mix up a lot with the scripting, so, it's a lot easier if the same person does both jobs.
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I can help you script it into game and place (and hopefully animate without making animations) characters. :) Gimme a PM or something when your ready. :)
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hey thanks. :)
Right now progress on the bridge has halted .... until i learn to lightmap ;)
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Here I been your biggest fan and now you have put a stop to it... sure know how to kill a buzz. :P
Watch it mate! -- LJ
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Well, you could allways make your own relativity bridge lol.
Dont worry, im not going anywhere - Progress will continue when i can lightmap. :)
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lightmap eh? what program are you useing?
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Im 'Useing' Vray - or im going to be. I hope :) ;)
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Im 'Useing' Vray - or im going to be. I hope :)
We will make sure you will.
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Im sure you will :) ;)
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Well well... (Wells, Wells...?)
Hello everyone. I'm brand new here. This is my first post, and I am posting because I stumbled onto this WIP-relativity bridge mod. I am VERY RELIEVED that this is being done.
I had thought the Wells-class had been ___abandoned___ by BC modders. Therefore, I decided a few days ago to adapt the Wells mods listed on bcfiles.com to make use of many technologies included within KM 1.0. So far, this has been a bit of a learning experience (I am relatively new at this), and a lot of fun (including massive fun adapting audio samples from the ST:VOY Relativity episode.. i doubt Paramount would have a problem with this :D ).
I have a few questions, though.
1) To the author(s) of this bridge mod: May I use this bridge (when complete) with my ship revision and release the whole package to the public (if I choose to)? Of course, proper credit (or whatever is in your readme file) shall be given.
2) Am I wasting my time? Has anyone reworked the Wells class (scripts, ship-models?), especially for KM ? I could be very wrong in thinking that if I can't find such a mod, it does not exist :)
Here's a few screenshots (which don't tell the whole story). Please remember this ship is roughly 500 years ahead in technology. .....and please note the new cursor (heh heh) -> The Chronowerx logo/29thCenturyFederation/TIC Insignia :)
http://starbase.globalpc.net/~xmx/Wells_Class_adapted_for_KM1.0_XmikeX_WIP-a.JPG
http://starbase.globalpc.net/~xmx/Wells_Class_adapted_for_KM1.0_XmikeX_WIP-b.JPG
http://starbase.globalpc.net/~xmx/Wells_Class_adapted_for_KM1.0_XmikeX_WIP-c.JPG
--
Cheers,
XmX
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SUPER EDIT:
Hi, its a nice idea, really, it is, but im going to release this bridge by itself. :)
It was worth a shot, and thanks for the suggestion, but no thanks.
cheers :)
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Ah... confusion and entropy at play here...
I wrote - ""May I use this bridge (when complete) with my ship revision and release the whole package to the public (if I choose to)?""
"""the whole package""" in this case, refers to MY package, not yours :D
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Let's review and be clear about this :
1) I am not asking for exclusive rights to this. Why would I? Is it somehow the cure for cancer? :D
2) I am not asking you to hold back on your own bridge release !!!!!!!
3) I just want official permission to include your bridge with my own little minor project, if I ever release my project/package to public.
4) Full credits to you given, of coz.
Is there a problem with this?
Cheers,
XmikeX
PS : For the record, if anyone stumbles onto my pathetic :D demoscene works or other silly online endeavours that are 100% by me, these are credit only with no other requests or restrictions. :)
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Your confusing me here: :?: :?:
I wrote - ""May I use this bridge (when complete) with my ship revision and release the whole package to the public (if I choose to)?""
"""the whole package""" in this case, refers to MY package, not yours :D
This is contradictory to itself, You've said above that you want to ''use my bridge and your ship revision and release ''the whole package'' to public wheres directly underneith you've said that the ''whole package'' is your mod/ ship revision, not your ship revision AND MY bridge like you've written above
Theres nothing stopping anyone downloading the two mods separatley (when they are released )
I dont see any need for you to include my mod in yours.
Even if i have misunderstood completley and havent made a bit of sense, the anser is neverthless no, i dont want my bridge to be included with any other mod upon release.
thanks :)
Anyway, right now im just waiting to begin lightmapping (Mark, where is that darn toturial :argh: lol)
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Well i havnt posted anything in awile. But just curius to how things are going with the wells class bridge. :spartasanta:
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Dont worry, ;) I havent forgot about it, in fact, far from it, i'm currently setting up v-ray lighting, you can expect pictures soon. :)
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Here ya go, Ive been at it all day, heres a taster of the bridge with v-ray lighting.
thoughts/ opinions ?
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wow, stunning! can't wait to see more :D
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OMG. Its the beutifulest thing i have ever seen
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She's a beauty. I'm impressed of your work.
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only can agree
the best bridge ever for me!!!
Stunning work man!
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That is excellent, nice one
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I like the dark lighting.
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I like the dark lighting.
Maybe a bit too dark though. Perhaps increase the intensity of certain light emitting surfaces? Not that the bridge isn't great, it's impressive work to be sure. However if you check out the voyager episodes in which this bridge appears, you'll see it wasn't nearly as dark as this - and a good thing, too, or we wouldn't have seen Seven properly ;)
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I must have my screen brightness set much higher than all yours - it appears fine to me.
- and it would be ashame to not see sevens... implants, you know, the borg ones, on her face ?;)
Here are some more renders, using detail enancement.
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Am I dreaming or am I seeing these pics in real? They're cool.
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well done!
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It really looks unique! Great work so far!
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and it would be ashame to not see sevens... implants,
Isn't that the reason why people whatched Voyager or did I miss the shows point comletely?
LOL J/K (J/K = means joke inscase you didnt know)
Excellent work.
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Very well done Interceptor, the Relativity Bridge looks superb!! :D
Keep it up dude!! 8)
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thats great.
becomes better anbd better with every new pic
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yeah it's absolutely amazing, textures are like from the show everything is so detailed keep it up !
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great stuff :shock:
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Lol, im glad you like it ;)
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those look good.
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Nice render of an interesting bridge. It is very crisp and well lit. :)
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BUMP
Hehe, just discovered what a Quicktime VR Export is. :D
Enjoy ;)
(Obvoiusly, you will need Quicktime)
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hehe, I started a trend :P
It looks very good, and you seem to be getting your lighting well balanced. Good Work.
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I really like what I have seen, excellent work!
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what is the software that you use to create your LCARS type panels
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Well, I generally prefer DrawPlus6.0 or Inkscape, and for other textures where i cant use Vector graphics i use Gimp; which is just like Photoshop.
Both Inkscape and Gimp are free to download.
Inkscape download: http://www.inkscape.org/download/?lang=en
Gimp Download: http://www.gimp.org/downloads/
Feel free to P.M me if you have any quiries etc...
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thanks for the links but would you be able to create some tutorials on hot to create your Relativity stylr LCARS it would begreat
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lol, i ... suppose i could.
Dont ask for much do ya?
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Nice bridge, dude! :D
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OK, so i sent the bridge off to Mark so he could optimize/ check it etc...
and now, thanks to Marks help, the bridge is now at 10k polies, and a load of texture space saved :)
lightmapping will begin this week :P
Here attached is what the bridge will look like ingame, and this time at a decent lighting level.
Included is a rather snazzy VR export, much like the one above, but sexier ;)
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wow thats freaking aweomse
a very nice polycount for such a nice bridge
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only 10k polies? Are you kidding me? Wow...
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nice.
also, post moar pics.
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I would just like to say that I love this model, you have done the Bridge Proud, and I would also like to thank you for convincing me to start modelling myself :D
Keep up the amazing work :D
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nice bridge.
I like it especially because this is not such a round bridge like all the others (except the intrepid bridge)
Can't wait to see more pics of your work
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This is looking really good. It looks like an exact copy of the bridge itself in the series!
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Necro Posting much...? :?
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Topic locked..
Intercepter: PM me when you want this unlocking again.