Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Bones on January 17, 2008, 07:11:50 AM

Title: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 17, 2008, 07:11:50 AM
Hi there !

I just figured out that we have way to few TMP bridges... which means we don't have any  :D and since prometheus bridge fits perfectly (in my opinion) I've started work on retexture that will make prommie bridge look like TMP bridge but not ST5/6 style but ST1,2,3,4 style.
LCARS were already done for the Enterprise project so, they also fits perfectly  :D
Don't worry about those bare walls, they will be changed as soon as works on displays walls are finished.
any opinions are welcome
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 17, 2008, 07:35:03 AM
Except for the green roof, wow.

I'd kinda want a ST6 version, though :P.

Almost wants to make me start over for my bridge project... :P NAAAAHH
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Kirk on January 17, 2008, 07:43:48 AM
Looks good, though I do agree with Barihawk, maybe make it a lighter, paler, green.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: FekLeyr Targ on January 17, 2008, 07:47:52 AM
Oh yeah, that feels like a real TMP BRIDGE.
God idea to use the prommie bridge. The makers of the voy s4 episode "message in a bottle" used parts of the Excelsior bridge for the Prometheus bridge. Did yu ever know that?
And an important question: Does it overwrite the original prommie bridge or is it a serparate bridge?
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 17, 2008, 07:55:46 AM
Like all major retextures, it will be scripted as a separate bridge.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 17, 2008, 08:12:55 AM
Like all major retextures, it will be scripted as a separate bridge.

Confirmed :D this will be separate bridge

Oh yeah, that feels like a real TMP BRIDGE.
God idea to use the prommie bridge. The makers of the voy s4 episode "message in a bottle" used parts of the Excelsior bridge for the Prometheus bridge. Did yu ever know that?
And an important question: Does it overwrite the original prommie bridge or is it a serparate bridge?

Yeah it looked similiar to me so I thought it must have been Ent-A or B or Excelsior redress :D (Ent-c bridge was used the same way, appeared with slight changes as Stargazer, hathaway, Ent-c, Ent-D battle bridge (more changes), dunno what was that ship used by some admiral in battle of wolf 359 and so on ... :D

Looks good, though I do agree with Barihawk, maybe make it a lighter, paler, green.

Will do for next update (this one looks almost like from romulan bridge...

Except for the green roof, wow.

I'd kinda want a ST6 version, though :P.

Almost wants to make me start over for my bridge project... :P NAAAAHH

I couldn do that with my new LCARS for Ent-B
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 17, 2008, 08:36:43 AM
Quote
dunno what was that ship used by some admiral in battle of wolf 359 and so on ...

That was Admiral Hanson. We don't know what his ship was called, but it was an Excelsior.

However, the bridge would be a Generic Bridge Module. The set for Hanson's bridge was a TNG redress of the set from Yesterday's Enterprise. This set was also used for the Battle Bridge, Soyuz Bridge, Hathaway bridge, etc.

I actually plan on making Admiral Hanson's bridge (the Pre-TNG Generic Bridge Module) as soon as I finish the TMP Bridge Module. I will try to make it look exactly as it does in the episode.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: FekLeyr Targ on January 17, 2008, 12:02:23 PM
Only 2 known Excelsiors joined wolf359: The USS Melbourne  NCC-62043 and the USS Roosevelt  NCC-2573.
I think the Roosevelt was Hanson's ship, because the Melbourne has been destroyed at the beginning of w359. Here's some proof:
http://memory-alpha.org/en/wiki/Battle_of_Wolf_359
http://memory-alpha.org/en/wiki/Starships_at_Wolf_359

PS: I'm looking forward to this TMP bridge
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 17, 2008, 04:11:06 PM
just by the way, since we have rather small variety of bridges I thought we could have some more retextures, (since in TNG and VOY they used one model for several ships with just small changes) I'm planning to make another retexture of this bridge but with ST5 stylistics, so ST5,6 LCARS, beige-white-blue coloristics and red/yellow alerts maps swaping tho with maps swaping I'm gonna need some help (still learning to script, so expect I'll be cooperative :D )
 also I would like to use maps swaping on this bridge so when you go to yellow/red alert some of the displays change their colour (for example tactical station, when in green condition it will be NO LOCK, when yellow (...) :D , when red it will have target lock and red targeting screen etc etc etc... this will make the bridge more up to date since we have Bridge plugin and all of its great functions.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Billz on January 17, 2008, 04:17:32 PM
I do believe that you have just earned yourself a cookie.

Top notch job you have done there. Well done.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 17, 2008, 04:27:14 PM
Thank's mate I really don't deserve cookie cuz I'm lazy  :P I haven't finished prometheus retexture yet and just started another project  :D I really need to stop thinking about new projects LOL

I have another idea LOL. ST3 style NX excelsior bridge, but this one will require some new displays (easy to handle tho)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Billz on January 17, 2008, 04:54:07 PM
Thank's mate I really don't deserve cookie cuz I'm lazy  :P I haven't finished prometheus retexture yet and just started another project  :D I really need to stop thinking about new projects LOL

I have another idea LOL. ST3 style NX excelsior bridge, but this one will require some new displays (easy to handle tho)

Another cookie for you... in an hour according to the way the forum is set up.  :P

 :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 17, 2008, 05:08:08 PM
Ok just visited ST3 gallery on Trekcore and must admit that there is no good point of view on displays, so I'll have to be imaginative, so will put some schematics, scans and everything not-so-primitive like just post WW2 frequency displays from hospitals :D 9just like in TMP bridges)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 17, 2008, 05:32:26 PM
just by the way, since we have rather small variety of bridges I thought we could have some more retextures, (since in TNG and VOY they used one model for several ships with just small changes) I'm planning to make another retexture of this bridge but with ST5 stylistics, so ST5,6 LCARS, beige-white-blue coloristics and red/yellow alerts maps swaping tho with maps swaping I'm gonna need some help (still learning to script, so expect I'll be cooperative :D )
 also I would like to use maps swaping on this bridge so when you go to yellow/red alert some of the displays change their colour (for example tactical station, when in green condition it will be NO LOCK, when yellow (...) :D , when red it will have target lock and red targeting screen etc etc etc... this will make the bridge more up to date since we have Bridge plugin and all of its great functions.

Make sure that if you are doing ST5/6 panels, there are no LCARS buttons. They are simple pushbuttons on a black background with little white words telling you what they are. Lots of good references from ST6 at Trek Core.

Ambitious!
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 18, 2008, 03:57:24 AM
Yup, there was no buttons, just display screens, btw I always thought that only control pannels were touch screens even in TNG :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: rengers on January 18, 2008, 10:16:30 AM
Wow, that looks great, excellent work you have done here, I will definatly keep an eye on this :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 19, 2008, 06:44:49 AM
Ok I've finished the displays screens and helm. after looking on those walls I decided to revert some of them to original form (some maping issues) still have to make dome lighter, blinker under view screen must be changed, and carpet - I think I'll change it to metal instead of carpet tho not sure about that yet. Now I have to look on those alert scripts to make this bridge able to swap displays for red alert status... any ideas where to start ?

EDIT: I found a file responsible for maps swaping and if I'm correct that's the only file responsible for alert swaping so If I change it to following will it work ???
Code: [Select]
'Maps':{
'CurrentMaps': {"beams": "beams", "dome" : "dome" : "side1-1" : "side2-1" : "side3-1" : "side4-1" : "side5-1" : "side6-1" : "side7-1" : "side8-1" : "side9-1" : "side10-1"},
'GreenMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome.tga'},
'YellowMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams_yell.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome_yell.tga'},
'RedMaps':{'beams': 'data/Models/Sets/prometheusbridge/High/beams_red.tga',
     'dome': 'data/Models/Sets/prometheusbridge/High/dome_red.tga',
'side1-1': 'data/Models/Sets/prometheusbridge/High/side1_1_red.tga',
'side2-1': 'data/Models/Sets/prometheusbridge/High/side2_1_red.tga',
'side3-1': 'data/Models/Sets/prometheusbridge/High/side3_1_red.tga',
'side4-1': 'data/Models/Sets/prometheusbridge/High/side4_1_red.tga',
'side5-1': 'data/Models/Sets/prometheusbridge/High/side5_1_red.tga',
'side6-1': 'data/Models/Sets/prometheusbridge/High/side6_1_red.tga',
'side7-1': 'data/Models/Sets/prometheusbridge/High/side7_1_red.tga',
'side8-1': 'data/Models/Sets/prometheusbridge/High/side8_1_red.tga',
'side9-1': 'data/Models/Sets/prometheusbridge/High/side9_1_red.tga',
'side10-1': 'data/Models/Sets/prometheusbridge/High/side10_1_red.tga'},
  'MVAMMaps': {
  'beams': 'data/Models/Sets/prometheusbridge/High/beams_blue.tga',
'dome': 'data/Models/Sets/prometheusbridge/High/dome_blue.tga',
},
},
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: FekLeyr Targ on January 19, 2008, 07:44:20 AM
It looks very cool.
IBut I think the walls and the entire set a little bit darker. Here's some reference: http://movies.trekcore.com/gallery/thumbnails.php?album=32
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 19, 2008, 08:10:57 AM
ok i'm going to change whole set color to light beige just like on this photo (http://movies.trekcore.com/gallery/albums/twok/ch3/twok0073.jpg)

it will be more TMP like, the one now is too greish
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: captain_obvious on January 19, 2008, 08:35:06 AM
Lovely!  The only gripe I have is that the helm console just looks wrong IMO.  The shape of the thing seems more suited to LCARS rather than the old pushbuttons of the TMP era. I think it should be a more traditional console style (something more like table if you get my drift?)
BUT It happens to be your bridge, so it's up to you. 
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 19, 2008, 09:35:59 AM
Lovely!  The only gripe I have is that the helm console just looks wrong IMO.  The shape of the thing seems more suited to LCARS rather than the old pushbuttons of the TMP era. I think it should be a more traditional console style (something more like table if you get my drift?)
BUT It happens to be your bridge, so it's up to you. 
That's exactly the same thing I thought will not fit into early TMP era
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Kirk on January 19, 2008, 10:55:15 AM
Lovely!  The only gripe I have is that the helm console just looks wrong IMO.  The shape of the thing seems more suited to LCARS rather than the old pushbuttons of the TMP era. I think it should be a more traditional console style (something more like table if you get my drift?)
BUT It happens to be your bridge, so it's up to you. 
That's exactly the same thing I thought will not fit into early TMP era

But, it's only a retexture, so what can you do? Good work, I think it looks really good, even if helm looks kinda funny. Maybe if you fill it TMP pushbuttons and displays it might look better.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 19, 2008, 10:55:34 AM
This looks so good, you deserve a cookie :D.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 19, 2008, 01:36:24 PM
This looks so good, you deserve a cookie :D.
Thanks  :D

As for the helm stations, I'll make frames around them and add more buttons to some places on them. Best thing would be removing existing station, then adding table from Enterprise A bridge and voila :D but that would require model editing...
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: pano27 on January 19, 2008, 05:32:39 PM
I agree with the others opinions that the helm does look odd but I for one love the idea of an early TMP bridge, so Ill take what I can get. Being the owner of a Doc McCoy custom made ship Im sure this will be a first class work.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 19, 2008, 10:58:32 PM
PS: Thanks for the email. I forgot to check that address. Those textures are really going to come in handy! :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 20, 2008, 11:48:24 AM
PS: Thanks for the email. I forgot to check that address. Those textures are really going to come in handy! :D
Glad you like them :D

I'm makeing alt displays for red alert and yellow alert (hope they'll work) some displays will have 'Alert condition : yellow' and 'Alert condition  : red' displays known from TMP bridges, some will change color and some will stay as they were.

Total size of the bridge is quite big, 128 mb when unrared

P.S. I've started work on Excelsior variant as (of course it will have excesior stylistics but the model will be original prometheus bridge, also I've prepared another set for ST5 style retexture - bridge will be light beige/creame  colored with st5-6 LCARS and It will be Akula class bridge :D all of them will have map swaping at changing alert condition (if possible, I still have to check it out if it will work)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: yochenhsieh on January 21, 2008, 06:40:42 AM
Hello, Dr_McCoy1701A.
Do you have time to update the screen display of the Excelsior bridge v1.1? That bridge came with many "off-line" displays on some stations of the bridge and looks a little, uh, weird...
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: pano27 on January 21, 2008, 11:45:59 AM
It is an absolute bummer that this can't be done on the Enerprise A bridge or even the Miranda bridge iteslf thats floating around out there. Since the shape of the brige and the consoles are more in line with early TMP bridge setups. There would of course be differences in layout but minimal in my opinion.

I  am told however that this would be difficult because of animated maps that cant be swapped when going from green to red alert on the Ent-A bridge, where the Prom. bridge does not. Perhaps someone out there can help the Doc out by shutting off the animated maps on the Ent-A bridge so he could work the retexture magic on it, basically giving the community a pretty close rendering of the bridge.

This is a skill of which I have no knowledge but from what Ive seen in my time here some of the smartest gamers in the world work here. I bet this is a real possibility. Someones just gotta step up and help 'ol Bones out with the animations.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 21, 2008, 12:16:27 PM
I've already asked Mark if he could help in removing anims from Ent-A bridge, I'm guessing that this have to be done in model file. The only NIF editor that is able to load bridge models is NiF scope so I'll look on it :D

I've checked Nifskope and didn't find anything in panels props, so I can only count on help from someone who know more about bridge modding :D

small update on red alert displays

btw I've added one pic with changed color of whole set to beige just for comparision, wchich will be better grey or beige/creame ?
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: FekLeyr Targ on January 22, 2008, 08:30:11 AM
Now that's feeling like early tmp.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 22, 2008, 08:35:40 AM
What program is that you are using and where can I get it? Might be easier than having to manually edit each texture and then open the game to view the rendering.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 22, 2008, 11:57:32 AM
Now that's feeling like early tmp.

If you mean the last pic then I already applied this color to everything cuz it looks far better than plain grey if u ask me

What program is that you are using and where can I get it? Might be easier than having to manually edit each texture and then open the game to view the rendering.

http://bridgecommander.filefront.com/file/Bridge_Commander_SDK;2455
when dl that look into tools folder there you'll find Model Property Editor but I think you already have this :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 22, 2008, 01:26:56 PM
What's sad is that I've never downloaded or edited the SDK :P. This will make it much more convenient. Thanks!
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 22, 2008, 02:34:14 PM
Ok here's the deal I've just tested bridge and the game not even started :( the reason was altered bridge autoload plugin, after I remove all those lines I've added to have LCARS swapped at red alert everything worked fine, I'll post separate thread on scripting section for some help, I've comed to far to give up LCARS swapping at different alerts :D so no worries
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: pano27 on January 22, 2008, 05:37:46 PM
I hope that Mark can help with the Ent-A, cause these look amazing. I think you have done some truly remarkable work here
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Aeries on January 22, 2008, 06:53:59 PM
WOOOW! This looks SO nifty!!! I never EVER would have thought to turn the Prometheus Bridge into a TMP varient! Very cool idea, dude! ^__^
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 22, 2008, 09:58:14 PM
How do you get the textures into Model Property Editor? All I am getting is the white model.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 23, 2008, 08:43:19 AM
How do you get the textures into Model Property Editor? All I am getting is the white model.

in model property editor folder there is a reg file, just click on it, after this textures will show up everytime you load model

Now about those displays, they work pretty nice, everything swaps very smoothly :D so this bridge need only few improvements no and it can be released :D tho I need some nice sounds.
My idea for red alert klaxon is to use standard TMP klaxon (st1 style) but with different spacing between sounds ( it should be something like :   'klaxon'..'klaxon'...(pause)...'klaxon'..'klaxon' ) I remember I've heard that on ST 2 in engineering when enterprise took first shot from reliant.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: FekLeyr Targ on January 23, 2008, 09:09:43 AM
Here's a clear klaxton similar to the st2 one. You only have to find a way to decrease it a little bit.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 23, 2008, 10:37:08 AM
Allright, I have the textures in the editor now.

While I will mostly be using MPE for rendering, what else can I do with it, exactly?
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 23, 2008, 11:09:44 AM
editing and creating Hardpoints - this is the main purpose of this program
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 23, 2008, 11:24:16 AM
I guess I will just be using it for renders, then :P
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 23, 2008, 11:35:05 AM
I guess I will just be using it for renders, then :P
:lol:

Another update on textures :
-ceiling texture changed
-floor side lights changed
-railing changed
-whole set color changed to creame
-yellow and red alert maps finished and ready
-front wall with blinker lights finished

I guess it's ready, any opinions on texturing will be very welcome here :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Shino Tenshi on January 23, 2008, 11:57:11 AM
Wow, that's great!
It sure does look nothing like the prometheus bridge anymore!

 8)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 23, 2008, 12:22:30 PM
Holy crap. can I have some of those walls/floors/doors for my set? Or can I just the bridge to you when I get more work done?

Because that looks great, and I think if we combine forces we can introduce an amazing new blend of bridges.

Just ask my ex, I suck at interior design :P. And lightmaps too.

Cookies for your trouble.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 23, 2008, 01:59:18 PM
Hm sounds interesting :D I could use some help :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Excal_Luke on January 23, 2008, 02:22:28 PM
that bridge looks absolutley fab, super work :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 23, 2008, 02:24:32 PM
Hm sounds interesting :D I could use some help :D

Since I've decided to make map switching in my new bridges, I would definitely need your help.

Dude, as far as environment goes that's the best skinned bridge I've ever seen.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: WileyCoyote on January 25, 2008, 11:47:59 AM
*in a Borat voice* Very nice!

I look forward to playing this.  Good job! 
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 25, 2008, 12:38:47 PM
Hm sounds interesting :D I could use some help :D

Since I've decided to make map switching in my new bridges, I would definitely need your help.

Dude, as far as environment goes that's the best skinned bridge I've ever seen.
Cool, but if you want LCARS swap able, there will be no animations on them anymore, as Mark said animated displays cannot be swaped, that's the prize of maps swaping, but since TMP enterprise bridge wasn't meant to have any anims on LCARS for BP features, this one will also be without anims on LCARS.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: bsilver2988 on January 26, 2008, 11:16:54 AM
personally i'd give up animations to have red alert swapping anyday...for any bridge...its much more canon in my opinion.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 26, 2008, 12:20:12 PM
Most animations are too spasmodic anyways.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: pano27 on January 26, 2008, 05:13:45 PM
well yeah, to have this masterful work on the actual enterprise bridge id be more than willing to live without animations. small price to pay i think
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 30, 2008, 08:45:41 AM
Bridge plugin has been tested and it works fine, just as I mentioned game freezes for about 2 seconds on 2gb ram and dual core pentium 2.8 ghz in order to load red/yellow alert maps, on 1gb ram and old celeron 2 ghz it loads about 5 seconds not bad at all if you ask me :D

The only things left to do are pillars with swapable lights (green/yellow/red alerts), dome in different alerts and it is ready for beta testing :D

here are some ingame pics :
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 30, 2008, 08:47:50 AM
Brilliant work!
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 30, 2008, 09:48:12 AM
pillars done, dome done, plaque done :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 30, 2008, 10:47:09 AM
I guess I might as well just formally apply for beta testing :P.

Also, do you mind if I steal the carpet/wall textures? :P Full credits and many cookies for payment, sir.

*Eyes dedication plaque quote suspiciously*

Speaking of which, I have no clue how I am going to implement my dedication plaque :P. Ah well, I am sure I can come up with something.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Excal_Luke on January 30, 2008, 11:07:40 AM
The best retexture i've ever seen ;)
have a cookie. :)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 30, 2008, 11:49:52 AM
I guess I might as well just formally apply for beta testing :P.

Also, do you mind if I steal the carpet/wall textures? :P Full credits and many cookies for payment, sir.

*Eyes dedication plaque quote suspiciously*

Speaking of which, I have no clue how I am going to implement my dedication plaque :P. Ah well, I am sure I can come up with something.

OK you're in for beta testing.
yup go ahead with this carpet :D

I couldn't resist, I suck at picking quotes and this one looked cool :D
I think we will be able to find something nice for yours plaque :D

The best retexture i've ever seen ;)
have a cookie. :)

THX mate :D !
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: pano27 on January 30, 2008, 12:11:05 PM
pretty snazzy. that crew needs to get in uniform though  :lol:
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 30, 2008, 12:30:44 PM
The problem for my plaque, though, is that the bridge is usable for any ship. So I may just turn the plaque into a first aid kit or something.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 30, 2008, 12:45:16 PM
Ah I forgot it's generic fed bridge, even tho there can be plaque :D but it will be blank :D

I've made some red alerts, the one FekLeyr Targ gave me suits perfectly for ST2 yellow alert :D
check out new red alerts and chose which one should have a go on this bridge.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 30, 2008, 12:57:18 PM
I'll have a listen tonight.

I wonder what visual tricks I could use to get by with no name on the Plaque, though :P.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on January 30, 2008, 01:25:21 PM
maybe just include starship class/ yards/credits and some data on it without regs and name.

It's done and ready for beta testing :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: captain_obvious on January 30, 2008, 01:35:34 PM
I'll have a listen tonight.

I wonder what visual tricks I could use to get by with no name on the Plaque, though :P.

mabye someone set it on fire/scorched it? :P
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on January 30, 2008, 01:42:59 PM
That was one of my first ideas, but I'd rather not. I will have to examine shadows.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on February 02, 2008, 04:34:57 PM
The beta testing is going fine so far. I personally think that while the condition maps add something, this bridge would have gained so much more through normal animations.

It still is very amazing, however.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: captain_obvious on February 03, 2008, 06:29:41 PM
That was one of my first ideas, but I'd rather not. I will have to examine shadows.

What about simply not having one?

Or perhaps a fragment of a (now broken) plate? could be a sentimental thing for the captain from his previous (destroyed?) ship?
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on February 03, 2008, 07:55:07 PM
True, but it's a moot point until I get BC working again. I will at least try to work on various fixings.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Rob Archer on February 03, 2008, 08:37:13 PM
Not sure if your interested but i used to do dedication plaques over at BCS for a while i dug out my old templates and put this together i thought you might find it of some use for the generic bridge.



Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Barihawk on February 03, 2008, 09:31:42 PM
Thanks, that does help :D.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: DJ Curtis on February 04, 2008, 02:30:25 AM
I just noticed this project.  It's really fantastic!
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bren on February 06, 2008, 08:19:38 PM
Agreed! Though I think it's still very bright for a TMP bridge, they were always very dark. Perhaps replace the large light-emitting surfaces on the ceiling with greebling, and darken the whole set a lot. Not the colours, just the illumination. Have a few spotlights in the cieling for general illumination. TMP bridges were always moody, even in TMP itself.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Kirk on February 06, 2008, 09:33:59 PM
I just used this bridge in game and this is definitely cookie worthy! A wonderful bridge, even though I miss the animated maps. Awesome work! :dance
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Billz on February 06, 2008, 09:48:20 PM
Can someone send me this bridge in a .RAR achive instead of a 7z archive?

Would be helpful for those of us who don't use 7z.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Kirk on February 06, 2008, 09:51:28 PM
Can someone send me this bridge in a .RAR achive instead of a 7z archive?

Would be helpful for those of us who don't use 7z.
If I can get my email up I will ship it out to you.

Edit: Sending now.
Edit2: May want to find a new donor, I have dial-up. *smacks head*
Edit3: Yeah . . . You won't be getting it from me, sorry.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Aeries on February 06, 2008, 10:29:03 PM
Mc'coy gets a cookie for this original idea. :)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Shion on February 07, 2008, 12:09:42 AM
Can someone send me this bridge in a .RAR achive instead of a 7z archive?

Would be helpful for those of us who don't use 7z.

FYI, Up to date versions of WinRaR open .7z no problem.

Also, great job on this bridge, it really has early TMPish flavor, it just feels (like it could be) cannon.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Billz on February 07, 2008, 07:08:10 AM
I don't have WinRar. Just WinAce because it gives better compression ratio's.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on February 07, 2008, 08:00:55 AM
I don't have WinRar. Just WinAce because it gives better compression ratio's.
It won't work on winAce, use 7zip and it will work fine :) also I think 7zip gives the best compression ratio, I could have pack this in RAR but it would have over 12 mb in 7zip it has only 9,5 so alot better than old RAR :D

Agreed! Though I think it's still very bright for a TMP bridge, they were always very dark. Perhaps replace the large light-emitting surfaces on the ceiling with greebling, and darken the whole set a lot. Not the colours, just the illumination. Have a few spotlights in the cieling for general illumination. TMP bridges were always moody, even in TMP itself.

Noted for V.2 :D

Please frankly post all opinions about textures/ lighting, they'll be more than useful in v.2

Thanks for all feedback and for cookies :)
Now keep your eyes open for ST5 Akula and ST3 Excelsior style bridge :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: lint on February 07, 2008, 08:05:29 AM
st3 excelsior bridge was....wierd,  :lol:
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Shino Tenshi on February 07, 2008, 08:33:20 AM
It was weird, yes, but I liked it :)
Looked kind of prototype style... fitting the NX-ship ^_^

Oh and as for WinRAR, WinUHA is still the best.
We managed to compress 2,8GB down to 500MB! ;)
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on February 07, 2008, 10:24:35 AM
Oh and as for WinRAR, WinUHA is still the best.
We managed to compress 2,8GB down to 500MB! ;)

gotta check this ous later :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Shino Tenshi on February 07, 2008, 10:44:59 AM
There's one problem though.
In order to unpack these archives you need WinUHA, too.
 :(
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: limey BSc. on February 07, 2008, 11:27:36 AM
I used WinRAR on something and got 98% compression!!! I then did something else and got all of 3% :(.
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: Bones on February 07, 2008, 01:24:02 PM
There's one problem though.
In order to unpack these archives you need WinUHA, too.
 :(
Well then I think I'll just stick to 7zip until they make it most compressors compatible :D
Title: Re: early TMP era (ST1,2,3,4) Miranda bridge (Prometheus bridge retexture)
Post by: JimmyB76 on February 07, 2008, 05:00:38 PM
im gonna go ahead and lock this thread down...
since the mod has been released, there is a new thread for further discussion...

http://bc-central.net/forums/index.php?topic=2779.0