Bridge Commander Central
		BC Forums => BC Modding => Topic started by: Jb06 on December 31, 2007, 02:30:01 PM
		
			
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				Ok this has only just been done in the last hour, and is certainly no were near completion. It was sort of a test to see if it would work I just wanted feedback before i proceed any further.
 
 I've been sick to death in bc of the horrid damage fx ingame. we have stunning models, but the damage is just horrid to look at. So i've come up with an idea which as you see in this videos has been put into early action.
 
 These damage fx will have decks with fully functioning red alert status, force fields going up and failing, sparks flying, fires burning, so this is the first time this has ever been attempted.
 
 The one you see in the video only has 10 frames so thats why the force fields go up and down quick, but the final version will go upto 31 frames so  alot more detail can go into them an of course will be a lot slower. These will replace the nanofx original ones when releasedl
 
 anyway check it out and tell me wot you all think.
 
 (http://i93.photobucket.com/albums/l62/01burrowsj/th_Damagefx.jpg) (http://s93.photobucket.com/albums/l62/01burrowsj/?action=view¤t=Damagefx.flv)
 
 ~Jb06
 
 JLS
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				wow that looks sweet, i like the force fields, although ya they are kinda fast right now :P
 
 EDIT: just saw the red alert. This is definitely promising
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				Absolutely Stunning :D 
 
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				indeed - this is off to a great start!!  keep it goin! :)
			
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				wow
 great work here!
 nice forcefields
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				Nice!
			
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				SWEEEEEEEEEEEeeeeeeeeeeeeeeeeeeeeeeTTTTTTTTTT :D
 
 Quetion:
 
 If the bridge got breached, would the bridge of the ship actually be seen? Maybe with crew in there............. maybe with Saffi getting sucked out into space? :P
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				there is a Nanofx mod on BCFiles I think where crewmen get sucked into space...
			
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				That is amazing work JB06.  8)
			
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				im looking foward to this mod  :)
			
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				wow,that is indeed very promising :D
			
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				SWEEEEEEEEEEEeeeeeeeeeeeeeeeeeeeeeeTTTTTTTTTT :D
 
 Quetion:
 
 If the bridge got breached, would the bridge of the ship actually be seen? Maybe with crew in there............. maybe with Saffi getting sucked out into space? :P
 
 
 Nope sorry, it doesnt define which part of the ship should show what, which would be cool but not gonna happen... yet lol
 
 Ok ive now got 30 frames and the force fields fail a lot slower. I'll make a video in abit, but for now here's a screenie. Screenies jsut dont do these justice.
 
 ~Jb06
 
 JLS
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				i feel sorry for that intrepid  :lol:
 
 lovely work JB, now these ships are beginning to look real (damage wise )
 
 looks very promising, keep it up!
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				Very cool.
			
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				indeed, although im looking forward to the video
			
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				year of hell ;)
 As I said on msn, I'm looking forward to this mod.
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				Great JB, really great! :D
			
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				 :D :D :D :D :D I love it JB.  :deadimage
			
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				will this become some sort of race specific damage mod?, it be wicked to have seperate damage textures for klingons, roms and the other races, 
			
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				This will look nice with the Year of Hell Voyager. :)  Really good job.
			
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				will this become some sort of race specific damage mod?, it be wicked to have seperate damage textures for klingons, roms and the other races, 
 
 
 Heeey, I think that's an AWESOME idea! O_O Chyea!!!
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				awsome work there, its great to see people branching off into different areas... and this is awsome  :)
			
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				thanks people.
 
 As for the race damage fx... im not sure. I would have to ask nano if it is possible.
 
 The only problem with the actual deck damage compared to the normal damage in bc is that sometimes they decks can be stretched in one place, which sometimes doesnt look pretty, though overall i'd prefer damage like this over the existing ones.
 
 ~Jb06
 
 JLS
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				I see a couple of problems.
 
 We can't change the shield and hull damage per ship. I suppose only those "sprites" are possible to do per ship (through NanoFX, but that might require some editing on the NanoFX front).
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				yup thats why i sed i might have to contact nano, unless you have any ideas how to do it mleo?
 
 thank
 
 ~Jb06
 
 JLS
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				To my knowledge, not possible.
 But there are a couple of things even I have yet to try (like "breaking" into the "set" of a ship).
 
 That means, so far, not possible (to my knowledge, Nano might know a bit more, but it has been a while for him, I believe).
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				Hi, i know it's been a while since anybody's posted and it's a bit off topic but i don't know if you've noticed, when a ship get a hull breach you see a wire like structure on the ship where the hull used to be. Is there any way to remove that so there's just a little bit sticking out on the edges of the breach? I think that'd make the damage look much more real.
			
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				There is a way and i have actually tried it for this. I'll try post some update pics on the damagefx soon. I mainly been concentrating on the DQP, but these will get done.
 
 ~Jb06
 
 JLS
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				Good thing you posted, since I, um, haven't tried yet.  :oops:
			
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				Lol, anyway the current damage textures that you're working on look fantastic. Can't wait to try them out. Should look pretty good on POTD's. Actually has anyone ever thought of releasing a set of mods just to optimise potd's? 
			
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				I've been sick to death in bc of the horrid damage fx ingame 
 I was thinking about this just the other day. I've always wanted to see the damage textures
 from Star Trek VI where the torpedo hits have electricity swirling around it.
 
 Forcefields and fires look good up close, but will they look like orange and blue blobs from far away?
 Images tend to distort in BC the further you are away from the object.
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				Excellent work.
 
 Is it possible to lengthen out the animation?, either to slow it down or increase its length? Its only failing is that it is too repetitious, but I have to say you did a fantastic job.
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				yeh, there is 31 frames now i believe. I havent worked on these for a while since the DQP and the Ultimate stargate pack is taking up most of my time. I can easily increase the number of frames which i believe was one of my intentions, i just made 31 frames as this started out as a test.
 
 ~Jb06
 
 JLS
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				If you want to keep the size down, I suggest you lower the overall animation activity for most of it, perhaps a few small flares or fires, followed by a torrent of flashes, then a torrent of force fields and sparks. Otherwise, most of the sparks and fires should be subdued. Then you can make it really long, as the size would be minimal.
			
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				That wouldn't really help, Raven. The filesize is based on the picture content of each frame, there is no animation-based compression, since each frame is essentially a small TGA picture file. Things that would make a difference are lowering resolution and decreasing the contrast. However, both of these are detrimental to visual quality.
 
 Additionally, keeping the animation length down (and therefore fewer frames) is desirable, as it means less of a memory footprint.
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				Ok, fair enough...why not use very low rez frames then for dead time. Im sure you could set up a sequence that could benefit from set dead time. Would that work?
			
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				A texture based animation is a texture with a grid of small images, all in the same tga.
 
 Though, there isn't really a limitation to using multiple texture sources, but it's how NanoFX does things.
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				Ok, first, are we talking about base NanoFX, the Nightsoft product? If so, perhaps a modification of that mod is in order. You certainly have my permission to change it, I will look into the Nightsoft side of things. Perhaps that would be a solution.
			
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				TBH, I've always made modifications for it (general fixes).
 TBEMH (To Be Even More Honest) I forgot that NightSoft acquired it. There was/is even some copyright business (Nano used parts of an unreleased framework from Dasher, and sold NanoFX, with those parts, to you, without permission about those parts).
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				I know this may sound very stupid but I had an idea. I was looking at the pic of the damaged Constellation and I was wondering if there could be 2 layers of textures in the game. The top layer would be what you normally see and the second one would be like the hull structure. Is there any way that you could make the bottom layer take no visual damage (except perhaps take holes in it) but keep the top one as normal? Actually is it even possible to create 2 layers? 
			
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				I think the damage texture would take over.
			
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				Is there any way to make the top layer tougher so it'll take quite a pounding to get through to the hull?
			
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				BC has no concept of multiple "hull" layers.
 
 You can affect how much burn and how much holes you want (and how fast), this is done in the ship file (scripts/Ships). Most (if not all) stock files contain a description of the values there.
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				THREAD REVIVAL :D
 
 Ryt i nearly forgot about this, if it wasnt for the heap load of damages textures being released. I really wanted to get these released way back before the Delta Quadrant Pack, but that just took main priority.
 
 I havent worked on the majorly, but here are some screenies. I'll try get a new vid up as they are way different from th original video on the first page.
 
 DJ won't be happy as i've ripped apart 2 of his prize winners, but i don't think he'll mind :D
 
 Enjoy
 
 ~Jb06
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				Damn, DJ's babies just can't get a bloody break these days, can they? The poor things...
			
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				deer god, make it stop. :D
 these textures are photorealistic.
 you can see al the decks and holy moly.
 when I saw the attached pics in small I thought: looks almost like flux's ones.
 but this is THE top notch.
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				WoW! These are fantastic damage textures, by the way, are those force-fields I see?  :P
 I really want to see these soon. They look great!
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				These are amazing, Fantastic work!
 
 
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				deer god, make it stop. :D
 these textures are photorealistic.
 you can see al the decks and holy moly.
 when I saw the attached pics in small I thought: looks almost like flux's ones.
 but this is THE top notch.
 
 
 ah but these have been done for months so they couldn't have been like flux's :P
 
 WoW! These are fantastic damage textures, by the way, are those force-fields I see?  :P
 I really want to see these soon. They look great!
 
 
 Yup there's force fields, red alert flashing, explosions, fires burning... a hole load of stuff going on.
 
 Hopefully then i'll get these released pretty soon, so they're not gathering dust on my HDD.
 
 ~Jb06
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				I knew that you made them longer ago.
 but from far they look simlilar. a bit.
 
 Hopefully then i'll get these released pretty soon, so they're not gathering dust on my HDD. 
 I know a way to prevent this...release them NOW!! ;):D
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				I love the force fields :D
 
 damn good work there!
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				nice dude... real nice
 
 
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				thanks everyone.
 
 Right the read me's done & damage fx has been packed. Im off to get drunk so ill get SF to post them on BCF tomorrow :P
 
 ~Jb06
 
 
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				Wow what have I been missing? These are amazing JB!!! I thought that Flux Capacitors were the best i've seen but these just blow them away.
			
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				Right the only thing stopping its release is that i want to double check if i have permission off nanobyte... so if you're looking over this thread nano, say if its a ok ;)
 
 ~Jb06
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				Right the only thing stopping its release is that i want to double check if i have permission off nanobyte... so if you're looking over this thread nano, say if its a ok ;)
 
 ~Jb06
 
 Just drop him a PM, JB, here or over at www.nanofx.org.
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				Thanks Elm, done, received the A O.K from nanobyte... so im gona go ahead and lock this thread and make a new one in the downloads section once it's been posted.
 
 ~Jb06
 
 JL Studios