Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Lurok91 on November 21, 2008, 07:53:53 PM
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Anyone know how to contact Redragon, who posted an incomplete Rotarran at BC? Wanted to get his permission as been tweaking and texturing his bridge and think could be workable (with little more work and scripting). Many thanks, and apologies if this not protocol. Afraid I'm a noob.
Update: hope ok to add a few pics to show WIP
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Looking great!
I really hope you'll get permission for it. ;)
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You might look through the "Master permissions thread" and if that produces nothing ask Starforce2.
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With Redragons stuff, I'm pretty sure you just need to credit him in the readme.
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Thanks for the comments so far. Redragon had posted it in the public domain meshes so guess he was leaving it for people to do as they felt free with. So of course I'll give him due credit. Been a BC fan for about 6 months and played/modded avidly, but disappointed no Klingon bridges to match the range and quality of Fed ships. Inspired by Newman's Danube, and having modded a few existing bridges (changed the GalorBridge to a Klingon variant, modding textures, LCARS, but still didn't feel 'canon') I thought I'd get myself 3ds Max (latest 2009 version) and give R's BoP a shot. Taken about two weeks, bit of a learning curve, but encouraged by results. The main issue I believe is that you can't export finished bridge to NIF from the new Max; need version 3 or 4? Anyway, if anyone interested in updates, let me know. I'll keep working on it.
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Did you download the assimsoft plugin pack?
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The main issue I believe is that you can't export finished bridge to NIF from the new Max; need version 3 or 4? Anyway, if anyone interested in updates, let me know. I'll keep working on it.
hey this is looking awesome so far, i would recommend if you cant export it, try sending it to some one who can in a format that they can use. I know with blender, there are several awesome ways to import objects and export as .nif
and i would love to see updates
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Kind of a darker hue on the main bridge color would be nice. Most Klingon bridges are a dark gunmetal grey.
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Kind of a darker hue on the main bridge color would be nice. Most Klingon bridges are a dark gunmetal grey.
Thanks again for all comments. Barihawk, agree bridges darker. Think that's the main problem with texturing them as opposed to Fed bridges which tend to be uniformally light and better illuminated. I've been using the DS9 episode 'Soldiers Of The Empire' as reference (grab below), which together with the Ex-Astria 3D model of bridge suggests brown scheme. The WIP is actually darker, I lightened the exposure of pics a little to make clearer for people to see. But I can see getting overall tones right going to be tricky. Anyway, all comments appreciated and useful :D.
lmm - does the assimsoft plugin work with 3DS? Thought only for Milkshape? And andyp - yes, if anyone can help export finished bridge, would be great for any fans out there. Ideally, if can get this done successfully, and modelling/texturing skills will undoutbtedly improve, reckon I could make more alien bridges over the next year (figure there's enough people working on the Fed ones!). Wish there were others wanted to take up challenge too!
Will post more WIP pics soon.
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Did you download the assimsoft plugin pack?
That won't allow you to export bridges.
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MLeo is correct. As far as I know, the only way to properly export bridges for BC is to export the model using Max 3 and the plugin included with the SDK.
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Redragon, who posted an incomplete Rotarran at BC?
where is this located?
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Redragon, who posted an incomplete Rotarran at BC?
where is this located?
Public domain meshes at BC Files.
Mleo, thanks for verifying export prob. How one finds an old copy of Max is another matter. Had a look on Amazon, but can't find one.
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Here's a quick update pic. Have added a Klingon figure for sense for bridge scale (figure scaled to floor console) and put in ambient light just to lift scene a bit.
Main issues I have are:
Color of grid lights above stations: thought my original white ones too bright. In show, seem to be orange-yellow. But can't seem to get color/glow right, nor right self-illum intensity. Any suggestions?
Base red alerts - again, seem red enough on bitmaps, but don't really punch through in rendered scene.
Anyone have experience of VRAY and know if that better than Max built-in self-illumination?
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love the bridge :D cookie for you
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Here's a quick update pic. Have added a Klingon figure for sense for bridge scale (figure scaled to floor console) and put in ambient light just to lift scene a bit.
Main issues I have are:
Color of grid lights above stations: thought my original white ones too bright. In show, seem to be orange-yellow. But can't seem to get color/glow right, nor right self-illum intensity. Any suggestions?
Base red alerts - again, seem red enough on bitmaps, but don't really punch through in rendered scene.
Anyone have experience of VRAY and know if that better than Max built-in self-illumination?
My experience with lighting is that expirimentation is the way to go. Be prepared to be able to load up the modelling software in your sleep from the repetition. Take comfort that I have to manually edit two textures and boot up MPE to do the same thing so you are lucky :P.
Some of the 3rd Era team have experience with VRAY if I read the Excalibur site correctly. You might want to ask them.
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Anyone have experience of VRAY and know if that better than Max built-in self-illumination?
I've been meaning to get around to trying that out, myself...
My experience with lighting is that expirimentation is the way to go.
Barihawk could not be any more right than he is now. Lol. For references, there's also google. I've found a lot of great tutorials there.
The bridge is looking pretty snazzy so far. Keep it up.
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ive renamed the thread to reflect that the original mesh is Redragon's and this WIP is a retexture and such for possible play in BC (if scripts, animations, etc etc are all sorted as well)...
if i have erred in the title of the thread, please let me know what it should be properly titled...
thx :)
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reddragon gave permission for any mod of this to be released as long as credits are given quite a while back.
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Update as promised. Have changed viewscreen to match Rotarran more closely and managed to get base red alerts more red. Still not sure about grid lights color, but keep working on it. Lifted light levels. Might need a bit more but hard to check without seeing in-game. Exposure in pics as rendered, just lifted brightness a little. Still some fiddles to do but pretty much there. Big problem as said already is how to get to export to BC without version 3 or 4.
Thanks to Jimmy for thread re-title. Though all credit to Redragon for original model and basic textures, I've changed several aspects of original model to make more canon and given textures a major overhaul. Again, any feedback positively welcomed.
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it looks very good, but does that XO have to be standing, it might cause the animition to look funny. [I know it was like that in the movie].
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What do you mean? Saffi stood on the ST:III bop bridge and it didn't look bad.
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it looks very good, but does that XO have to be standing, it might cause the animition to look funny. [I know it was like that in the movie].
XO is just a textured 3DS figure I added into mesh to give sense of bridge scale. Unfortunately can't figure out way to mod it to sitting position!
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Big problem as said already is how to get to export to BC without version 3 or 4.
I can probably help you there. I have Max 3 installed.
Unfortunately can't figure out way to mod it to sitting position!
Cut across at the knees and waist? Like this:
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Big problem as said already is how to get to export to BC without version 3 or 4.
I can probably help you there. I have Max 3 installed.
Many thanks for offer :D Can you let me know what I need to do?
Unfortunately can't figure out way to mod it to sitting position!
Cut across at the knees and waist? Like this:
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LMAO. Did try that, looked kinda silly.
Hopefully if I can get this bridge to work, very keen to do others: BoP movie variants, IKC Amar, Vorcha and Neghvar. And a shuttle.
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LMAO. Did try that, looked kinda silly.
Hopefully if I can get this bridge to work, very keen to do others: BoP movie variants, IKC Amar, Vorcha and Neghvar. And a shuttle.
You could always create a skeleton and place that in. It's only to show a sense of scale, right?
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very keen to do others
that's what we love to hear! :D
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LMAO. Did try that, looked kinda silly.
Hopefully if I can get this bridge to work, very keen to do others: BoP movie variants, IKC Amar, Vorcha and Neghvar. And a shuttle.
You could always create a skeleton and place that in. It's only to show a sense of scale, right?
:D Think I'll just take one step at a time! BTW, my response to your kind v3 offer got mixed up in quotes of last msg. Just wanted to say thanks for export offer, and let me know what you need from me. Like I said, and in response to Jimmy, keen to learn as much of the whole bridge process as I can so I can crack on with others.
jb76 edit - in order to obtain that program for yourself, you would have to purchase it legally... any other method of acquiring it would be considered illegal and cannot be discussed on the forums...
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Well folks, looks like this and other bridges will have to go on hiatus till I can sort out export problems. Shame... thought there would be more interest. Couple of posts on recent topics seem to lament lack of alien bridges. Ah well. Can always go back to retexturing...
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there is plenty of interest out there, i would love for this bridge, what are some of the export problems that you are encountering?
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Well folks, looks like this and other bridges will have to go on hiatus till I can sort out export problems. Shame... thought there would be more interest. Couple of posts on recent topics seem to lament lack of alien bridges. Ah well. Can always go back to retexturing...
Shame, there is indeed intrest, but if you feel you need a rest so be it, we'll just have to wait Longer :(
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indeed - please never misunderstand lack of feedback means lack of interest... sometimes, people may not have much to say, but that doesnt mean alot of people wouldnt be interested...
as far as your exporting issues, can you post again what it is you need that you dont have? perhaps someone out there has the program, which you give the files to them, and they can help with the exporting... i had to edit out the sentence in your post because of what you had posted directly...
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indeed - please never misunderstand lack of feedback means lack of interest... sometimes, people may not have much to say, but that doesnt mean alot of people wouldnt be interested...
:arrow: Yeah, that. Also, whenever I post, I lose my placeholder for reading the forum.
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So here's where it's at: bridge model and textures still need refining, but hope at good enough stage to try and see if/how works and looks ingame to judge what needs work. What I can't do is export (from latest Max) to NIF format and don't have Max v3. I think I have to lightmap/bake textures anyway before exporting (joy) so any advice/links to tutorials welcome. Think I understand principle. However, with holidays etc probably won't be ready to recommence until new year anyway. But thanks for encouragement from other alien bridge fans. :D I really want this bridge in BC and Excalibur and I'd like to do other non-Fed ones.
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Just a moronic techy question for likes of Mleo; I was looking through the SDK, and just curious why the STBCExporter.dlu in Tools (the Max plugin) doesn't work with later Max versions than 3.1. Or does it? Has anyone tried? All the ArtInfo doc says is * Models were exported using the STBCExporter plugin (STBCExporter.dlu placed in Max's "plugins" folder). Be sure "export textures separately" and "keep original texture names" is checked *
Sorry... just trying to get my head around the exporting quandry. Have read back through previous postings on this issue but it's all a bit sketchy and piecemeal.
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Just an update to apologise for no update! I'm in process of moving/new work so sadly have to put this on ice for couple of months or so. I know there's interest so will return to it when I can, and apologise to anyone looking forward to it. In the meantime, any further advice/tips re: exporting from ANY version of Max most welcome. Pls feel free to msg or pm. Good news is firehawk and others retexturing work, so even if no bonafide Rotarran model to command from at least we'll have some new alien bridges to play with! at last :D Thanks for all help and support so far.
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No, the included max plugin won't work with anything other than Max3.1, some have managed to get it to work in Max4. But that would require addtional work to make the resulting nif file valid for BC (utility no-longer found I think).
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Thanks for clarification, Mleo. Pretty much as suspected :) When I get back to working on bridge, situation still as before: need someone with Max 3 who I can send my bridge files to.
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ok i jsut want to double check something,
the issue you are havign is exporting it from max into the nif format correct?
if that is the case you could export it into a format that some one else could use and then they could import it into their program and then export it into nif.
i use blender i believe i have a nif import/export function on it.
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The main issue with ingame use is not simply exporting it, but getting everything done required for it to work. As has been said before, you will need the animations, light mapping, and scripting done in addition to the basic textures and model.
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The main issue with ingame use is not simply exporting it, but getting everything done required for it to work. As has been said before, you will need the animations, light mapping, and scripting done in addition to the basic textures and model.
I beleive the animation can only be done in Max 3 too.
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Problem: exporting bridge from Max 2009 to Max 3 using BFF. When imported, roof support and viewscreen misaligned (see pic). Any advice on what might be cause/solution? If export entire bridge as single mesh no issue so I suspect it's an individual mesh issue?
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Fixed the roof support but sloping viewscreen still problem. Have started getting textures in with mixed results. Still also a problem with not seeing out of viewscreen but I think that might be something to do with viewscreen nif which I think may have to move via script? Any comments/advice welcome. PS: lots of good advice and help from Baz1701. But the forum tip on using BFF to backport from current Max to Max 3 very useful, as script does help retain texture co-ordinates.
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I wish I could help, but my knowledge of bridge modding is limited to pretty much adding BP sounds and editing the maps in the plugin file.
Best of luck on this it'd be great to have the more common Klingon bridge in BC.
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+cookie
BTW what's bff?
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+cookie
BTW what's bff?
BFF I think is Bobo's File Format (aka Back From Five). It's a maxscript you add to later versions which exports models/textures/etc to a .ms script that you then run in Max 3. What's good about it is that it imports everything as in later Max, so you can then just export straight to nif without reassigning textures etc. Only glitch I've had so far is bits of model moving about, but that might not be to do with BFF.
Anyways, have more or less textured ingame now. Think LCARs might need higher res so will redo. Next step lightmaps and crew/animations.
* Lightmaps - any advice? Figure render lighting from scene, add to channel 2 and render to texture as -lm. Will experiment.
* Crew positions - could give this a crack via info in SDK and what's here in forums. But any advice welcome. Otherwise could rescript existing Galor positions (though keen to learn crew placement in model anyway)
* Animations - not really bothered about extra crew walks but keen to do chair move and also opening/closing door. Again, any advice welcome.
thanks for support. Once I crack this can start on other bridges.
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lightmaps and animations... hmm thats where usuallly every potential bridge mod dies lol
truth is, only a handful of people in all 8 yrs of BCs history figured out those; and those are what drew the elitest bridge modders, who could do it, away from being interested in making new bridges as they are the most tedious and time consuming aspects (not to mention frustrating)... everything else is easy in comparison...
and unfortunately, those that do have the experience arent in the BC scene anymore; also all good info was at BCU and now gone... i suppose its a matter of trial and error - even those guys who know it learned it all on their own from scratch more or less...
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lightmaps and animations... hmm thats where usuallly every potential bridge mod dies lol
truth is, only a handful of people in all 8 yrs of BCs history figured out those; and those are what drew the elitest bridge modders, who could do it, away from being interested in making new bridges as they are the most tedious and time consuming aspects (not to mention frustrating)... everything else is easy in comparison...
and unfortunately, those that do have the experience arent in the BC scene anymore; also all good info was at BCU and now gone... i suppose its a matter of trial and error - even those guys who know it learned it all on their own from scratch more or less...
tedious etc...tick all the above lol. But I'm determined. Here's a first pass at front bridge lightmaps. The grill shadow is canon, but too much for BC? Gives more canon atmos but maybe gamers prefer brighter bridge? (compare right station to left). I'll tweak away. I'm sure with trial and error I can crack lm and animation.
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Probably a hair brighter is warranted but nothing too extreme. I like it!
Hey Lurok I know the bridge is still in it's early stages but if you want I have a loading screen and sounds I've been using for the ST3 Bird of Prey bridge that you can have for this one. Just let me know and I'll hand them over.
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I'm really liking the grille shadows. I say keep the darker, more ambient lighting. Once you work out the side stations it will be great.
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tedious etc...tick all the above lol. But I'm determined.
thats exactly what BC needs! a next generation of people that can "break the barrier" - i do have high hopes others can break the barrier and create new bridge realms for BC :D
you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers... tho it takes sooo much patience and trial-and-error; it is encouraging to hear anyone is willing to climb the mountain with all seriousness and devotion :)
*cookied*
then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol :P
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UPDATE: day of lightmapping experiment results. Still tweaks to do, and any input welcome. I noticed some shadows came out with warm halogen look from max lights, others just black&white. Should I go with halogen all over (which is more canon) or the b&w? Should I shadow the chairs and roof struts ?(they come out pretty dark) . I'll say this: fed bridges gonna be a cinch after this (lol).
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you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers... then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol :P
Happy to work with others if arises :) And as and when Excalibur arrives, I guess can transfer some of what learned. But until then, it's good to add to BC.
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Beautiful work. I'd go with halogen all over. As for shadowing the chair and roof struts, it would probably make the bridge seem more realistic, but if there's a way to somehow bring the brightness up that might be a good way to go.
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:O astonishing really, have a cookie ;)
tedious etc...tick all the above lol. But I'm determined.
thats exactly what BC needs! a next generation of people that can "break the barrier" - i do have high hopes others can break the barrier and create new bridge realms for BC :D
you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers... tho it takes sooo much patience and trial-and-error; it is encouraging to hear anyone is willing to climb the mountain with all seriousness and devotion :)
*cookied*
then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol :P
If such team is created count me in for LCARS/displays drawing and texturing ;)
P.S. hey if you need new klingon displays PM me ;)
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P.S. hey if you need new klingon displays PM me ;)
Thanks for kind offer :) Anything that can improve bridge(s) welcome. These displays pretty canon to Rotarran (in style if nothing else) but any improvements welcome. Had a day off but wanted to finish lightmapping. Still some tweaks obviously but about 95 per cent done, with the warm halogen look. If anyone wants to beta-test (just replace GalorBridge model in sets) I can upload.
Next step is animation. Don't have Character Studio but going to experiment with exporting animations from Max 2009 to Max 3 and see what happens.
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ok, good looking, dark like a klingon bridge ought to be
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Some minor changes as promised. Lmapped roofpanels (need to darken) and changed base red parallelograms to grids (any preference for plain red vs grid version?).
Anyone have any advice re: how to do animated lcars?
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You better ask Baz, Picky or Shino Tenshi - they're the only people who probably touched bridge modding that advanced ;)
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I know one way to do it would be through animated maps in BP Core. It would also allow for changing displays at different alert levels.
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http://bc-central.net/forums/index.php/topic,7217.0.html
just found that in BCU archive, might be useful ;)
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http://bc-central.net/forums/index.php/topic,7217.0.html
just found that in BCU archive, might be useful ;)
Thanks for link :) Will give that a shot.
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Moderator: Is there any chance thread can be renamed to "Rotarran Bridge WIP - SCRIPTING/ANIMATION ISSUES". Texturing etc under control and in progress, but really need input on anims and scripting. Thanks. :)
Anyway, update: Despite getting handle on scripting etc, have failed to add crew placements via dummy. Really need good tutorial or advice on this. In the end adapted Ambassador bridge scripts to place crew. Couple of other issues:
* Animated doors - have animated back door in max model and nif but doesn't animate ingame. Did place dummy in max model but doesn't seem to work.
* Camera viewpoints - how do you adjust how the camera 'swings' when you click on a crew member? I'm sure must be something in script.
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what Klingon crew is that?
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what Klingon crew is that?
Like most folks use EF2 crew. Back in 08, before got into bridge modelling, modded whole set of crews for personal use: TMP, TNG, Klingon, Romulan and Reman.
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Moderator: Is there any chance thread can be renamed to "Rotarran Bridge WIP - SCRIPTING/ANIMATION ISSUES".
if you edit the subject line in your first post it will change the thread title, and then the next post made (and thereafter) will change to reflect the new thread title...
* Camera viewpoints - how do you adjust how the camera 'swings' when you click on a crew member? I'm sure must be something in script.
i think i can help with that :) if you mean, the way a camera zooms to a character when hitting f1 (kiska), f2 (felix) etc...
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if you edit the subject line in your first post it will change the thread title, and then the next post made (and thereafter) will change to reflect the new thread title...
Thanks for tip :) Hope done that... And think sorted camera swing (changed lookadj or something in script and fixed). Next problem is getting crew to swing head in right direction now changed positions. Again, think that might be calling different anim in script?
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Fixed various anim problems, although still can't get doors to open/close or crew walk-in (but I think that's a Max3 prob need help with).
Tried out Amaral's ilf animated maps method and that works too :) Until get more help with final anim probs will put bridge on hold again (doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest. :)
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doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest. :)
Are you kinding,
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I can guarantee you this mod would get immense attention, firstly, its a bridge, so there's the whole "Holy crap a new bridge!!!1!" then there's the "Holy crap it's a new KLINGON bridge!". :P Would have my download, that's for sure.
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doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest. :)
Are you kinding,
don't blame him, I had the same feeling when I was making bridge retextures but no worries, at this point (bridge is already in game) this bridge got whole lot more interesting ;)
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The lightmaps look way too low-res. =/
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I think they look perfect.
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doesn't seem much interest anyway lol), although I might post a vid up to see if whets any interest. :)
Are you kinding,
don't blame him, I had the same feeling when I was making bridge retextures but no worries, at this point (bridge is already in game) this bridge got whole lot more interesting ;)
indeed - never mistake lack of posts or feedback for lack of interest :)
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All of my released bridge retextures are hot items at BC Files and enjoy downloads to this day. Yet I must admit when you don't get feedback it does make you feel like nobody cares.
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yup, exactly, but your retextures (and few of mine retextures aswell :P ) are living proofs for interest in bridges ;)
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Hope this works :)
Seems to have lol (first timer). Sorry for poor resolution...jpegs give better idea. Still a fair bit to clean up/improve on lcars front (low rez lightmaps notwithstanding...elucidate please :) ). But if there's demand I'll try and package up a beta upload for people to try out and give feedback. Thanks for support....
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Awesome, I'd be more than happy to test this out for you.
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Lightmaps and LCARS can be made higher resolution easily. But getting a bridge working ingame? That's just epic, sir.
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I'll work on packaging bridge up this week and upload. Once I get feedback on LCARS and lightmaps, can change accordingly. Bear in mind this has all been done solo up to know, so any offers of help with lcars etc more than welcome :)
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Send me a copy and I'll see if I can't crack out some things for you. I'll only be able to use MPE, though, since my BC isn't really installed at the moment.
Bones can probably make you better LCARS panels better than I can. What I can do, however, is take the panels and make them look like they are backlit pieces of glass. Without resorting to reflections.
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I wanted to give myself a try with non-fed LCARS and I'm quite happy that klingon displays gives much more freedom in shapes, here's just a 30 minutes job so far on basic control pads.
oops didn't noticed highest compression rate on PSP :facepalm:
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Very nice :) promise will have upload ready asap. In meantime, one reason might be some concern over rez is I've tried to keep textures and maps low as advised in previous posts to speed up loading/play for low end systems. Largest map size is 512x512 (for some lcars) but most are 256x256, and others 128x128. But maybe erred on side of caution and some of those should be increased? Anyway, when the experts get hands on it sure there'll know answer...
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ia it a open beta, or are you intending for certain people to use it?
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It's a beta for anyone who's interested and can give feedback, good or bad :)
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Interesting indeed. :)
I've been looking up the bridges in nifskope and it's quite interesting in what I still don't know. I can see the doors using a NiKeyframeController for each door and the bridge script calls for a seperate nif that contains the movements for each door. Something worth looking into. :yay:
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Is there any way to remap displays ? (not whole pannels) to separate files that are not squashed in the process (it lowers quality of bridge when textures are stretched on model) other than that I love lightmaps so far, it's really brilliant.
We definately need new team here as this is the first bridge since 3rd Era team that's actually working in game (with Baz TWOK ent being close second)
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I can see the doors using a NiKeyframeController for each door and the bridge script calls for a seperate nif that contains the movements for each door. Something worth looking into. :yay:
I'd noticed same too and played around with. The Rotarran nif does have working animated doors and animated door nifs, but still not working. I think it needs something to 'trigger' the doors; either a dummy in model, or possibly the extra crew walk? (Rot bridge currently doesn't have extra crew)
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Is there any way to remap displays ? (not whole pannels) to separate files that are not squashed in the process.
Do you mean the lcars? Sure. I'd kept them fairly low-res just to get the thing working ingame. Once I get all feedback and know what people want, I can remap and re-send. Will need advice on optimum texture sizes too; is 1024x still too much for some players? Thanks for help :)
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Well 1024 is pretty standard for most players here (most of us already have dual core CPUs some of us have even quadro core CPUs)
As for the LCARS, it would make retexturing much easier cuz there's no point for new shiny displays if they'll have to be squashed and streched in game, I presume they'll be stored in 6-8 separate maps after remaping right ? so, if Ent-A bridge handles well in game with at least 10 1024 maps (5 of them are LCARS) then I think this res will be much enough keeping optimal gameplay and quality, 512 could be used as low res for older rigs ;)
I have pretty standard rig (except for GTX 275) that handles well about every game and in BC I can run multiple 2048 textured ships standing on high res bridge and still have optimal frame rate so 1024 is standard res nowadays.
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So what I need to do is remap current LCARs as 1024x512? And each panel separate? So, separate tga for left and right of bridge, or can one tga serve both sides?
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would be the best if each side is separate tga
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So something like this, but with the LCARs blacked out? This is original size bmp I used in first model (1024x512). Also noticed lots of useful Rot screencaps at trekcore. http://ds9.trekcore.com/gallery/thumbnails.php?album=134&page=5 (http://ds9.trekcore.com/gallery/thumbnails.php?album=134&page=5)
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perfect :) yeah those will come in handy (even tho I'm basing mine displays upon some of these already) I'm also working with Adge's LCARS site displays (tho can't use even a bit of it as he forbid using them, so I simply draw new ones)
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Ok so I tried out the beta that you posted and am in love with the bridge. It works awesome ingame but I only have one small gripe. Is there a way to change the size & position of the loading screen on the viewscreen? It looks off - here's a screenshot of what I mean.
Anyways I understand that this is still a WIP, but just thought I'd point that lil bit out. Thanks!
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love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen
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Is there a way to change the size & position of the loading screen on the viewscreen? It looks off
love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen
I think both these probs are inherited from basing the Rot on galorbridge to get it ingame. I think the galor has an inherent misalign prob. Hopefully will be fixed in final :) Thanks for feedback
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perfect :) yeah those will come in handy
Just wondering (to save some time)... could I package up the original bmps and upload?
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love it, but yeah, one gripe, the viewscreen is miss alligned, and also when i click on Felix, it dosn't show all of the view screen
But hitting F1 and F2 will zoom in whatever direction the camera is facing, I actually like it like that personally. :D
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perfect :) yeah those will come in handy
Just wondering (to save some time)... could I package up the original bmps and upload?
which bmps ???
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great, but still there are few maps with lots of empty space that are 1024x512 and have about 64x64 display space on them... that's a waste, I'm curious if you could make each display / single screen into separate 512x512 tga. ??? cuz when I sized down one of the screen I got it was too pixelated.
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As prob noticed, textures not my strong point :) I guess you could make each LCAR single tga, but they'd still have to be composited down to fit panel? Maybe you and Barihawk can come up with a solution :) I could only do what I thought needed to do to get ingame.
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Ok I'll put it this way, you have 2 or 3 maps that covers whole panel with 3 screens side by side, each section with one screen is divided by light pole, now if you could map it so each section could be separated onto bigger map so it would give us much more freedom for retexturing, would that be possible ?
here's what I mean, red outlines marks how it could be mapped into separate files
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Thanks Bones :) Understand now. I'll play around and see if I can achieve that, then upload. What would be the best resolution(s) for the new maps for you? All at 1024x1024?
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That's fairly reasonable.
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great :D even 512 would suffice but if you're making run for 1024 then great :dance
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Now we're talkin' about :D I'll work on new displays, how many frames do you have per animation ???
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I used 4 on my ifl test just to see if worked. The Galor bridge, which I think is nearest comparison, uses a maximum cycle of 5.
Thanks for coming on board :)
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hehe, should I consider this as the beginning of new team ? ;) ok, so, 12 new screens - 5 frames per screen :)
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Nothing from stopping us from creating a new team :)
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then what do we waiting for ? ;) I presume there is free place for LCARS artist hm ??? :P
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:(i just downloaded the beta for bop rotarran bridge the button is in the quickbattle bridge menu but when i load the game only the ship loads but no bridge.when i go to bridge mode the game does nothingi just hear the default bridge sounds.how do i get the beta to play so i can see the rotarran vridge anybody please help.