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BC Forums => BC Bridge Modding => Topic started by: inuyasha4774 on November 04, 2008, 10:45:36 PM

Title: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: inuyasha4774 on November 04, 2008, 10:45:36 PM
ok, so i was poking around in the textures folder of the Late tng galaxy bridge and i found a texture of the aft Lcars in Red Alert style, and i edited (or tried to edit) the texture control script (Scripts/custom/autoload/GalaxyBridgeAdvanced) to include this texture when i go to redalert, but when i load the game and go into red alert, my changes are ignored and the standard Lcars are displayed.......so i was wondering if anyone had an idea or two as to how i could make it work.
Yes before im asked, i do have Bridge Plugin Core Gold installed.
Title: Re: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: Bones on November 05, 2008, 10:12:26 AM
dunno how animations are apllied to LCARS in Late TNG Galaxy bridge but if they are added to model like in older bridges it won't work but if animations are added as a BP Core function then it is possible IIRC Mark said once that it is possible tho I may have misunderstood it ;)
Title: Re: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: ECGadget on November 08, 2008, 05:29:26 PM
I've been trying to do that on the 3rd era soveriegn bridge for ages... it just don't work


http://bc-central.net/forums/index.php/topic,4354.0.html (http://bc-central.net/forums/index.php/topic,4354.0.html)
Title: Re: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: Bones on November 09, 2008, 08:44:36 AM
check out your thread, I've just posted a plugin with working swaps
Title: Re: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: inuyasha4774 on November 15, 2008, 09:38:48 PM
i have been working on this for what feels like weeks and its getting to be a pain to figure it out
Title: Re: A Red Alert Lcars Question (LATE TNG Galaxy Bridge)
Post by: Mark on November 16, 2008, 04:56:09 AM
you cant do it, the panels you are talking about are animated in the nif... you cant swap those textures because they are stored as an animation sequence inside the nif file.