Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Furyofaseraph on December 22, 2008, 12:41:18 PM

Title: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on December 22, 2008, 12:41:18 PM
Create-A-Set system.

This system, which will be released in modules, can be used to piece together your own Star Trek interior. Different modules containing various puzzle-pieces will be released over time (I have no set schedule on when a module will come out).

Modules Released
 - Doors [Link (http://bc-central.net/forums/index.php/topic,4866.msg114049.html#msg114049)]
 - Basic Lights [Link (http://bc-central.net/forums/index.php/topic,4866.msg114506.html#msg114506)]
 - Chairs [Link (http://bc-central.net/forums/index.php/topic,4866.msg114068.html#msg114068)]

Modules Planned
 - Advanced Lights

Modules being Brainstormed
 - Constitution-Refit/Galaxy corridor set
 - Intrepid corridor set
 - Sovereign corridor set
 - Starfleet Academy / Starfleet Command corridor set
 - Railings

Quote from: Original Post
Hey guys,

I've been playing around with the idea of making a bridge, but I don't want to just dive into things without thinking them through at least a bit. Basically I'm looking for any and all information you guys might have as far as conventions go. what's the normal diameter of a bridge set? Do you guys keep a consistent stair-step or chair height? Are there any prefab parts around so that I don't have to reinvent the wheel.
a basic modelling walkthrough would be fantastic.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Lurok91 on December 22, 2008, 01:16:52 PM
As a fellow noob, can only share my experience:
1)  There are no walkthroughs/guides
2)  You will read and be told it's incredibly complex and difficult and time-consuming (which it is!)
3)  Whether starting from scratch or not, there should be some pre-existing bridges (meshes) out there in different formats which you can load up to get a basic idea of dimensions/size.   Rest is down to your modelling skills  :D
4)  Fed bridges are probably easier to do and more popular
5)  err... that's it.

Hope been some use.

fellow beginner (WIP)
Title: Re: Considering doing a quick bridge model... advice?
Post by: MLeo on December 22, 2008, 01:27:34 PM
Could you tell us what it is that you want to do?

The easiest is to retexture an existing bridge.
Possibly even with a model based overlay. Those are easier to do than the "real" bridge model.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 22, 2008, 02:11:42 PM
What do I want to do? in essence: play around.
I've had a few bridge ideas in my head for a little while, and I want to see what they look like in 3D.

Basically I'm looking for a sort of lecture. I've discovered I learn a lot better when I can get behind the thinking of someone who's working on something: why use 32 segments on the cylinder? why use shapemerge instead of vertex-pushing? so on and so forth. Essentially I'm wondering if there are any basic "rules" that you guys live by when you make a bridge model.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 01:02:29 AM
Just farting around. Prolly not a good model for BC after all, its already at 1.2K-ish.

(http://img376.imageshack.us/img376/8105/bridge01ql3.jpg)

I'm going to go for a more military-esque thing than what you see in most trek. Kind of like the NX meets the ent-A (ala: Undiscovered Country).

Its turning out to be high modular - the parts around the perimeter can be rotated around the center into new configurations.
Here yuo can see I'm playing with different segment widths for things like the turbolift doors and such. Also, I bit the bullet and modelled on the pads for the back panel. textured one's didn't sit well with me.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Kirk on December 24, 2008, 01:31:16 AM
Does want!

Looking great. Even if it never gets into BC, I'd love the Max file after you're done.
Title: Re: Considering doing a quick bridge model... advice?
Post by: JimmyB76 on December 24, 2008, 01:37:58 AM
keep in mind, after modeling there is texturing, lightmapping, scripting, animating, etc etc etc lol
BC bridges are loads of fun! :P

as far as polys, when all is said and done
we ran a test and had people comfortable up to 23k.. as with ships it seems that BC prefers polygons to large textures.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 02:31:58 AM
Soo.... whats a good place to find TMP Okudagrams?
Title: Re: Considering doing a quick bridge model... advice?
Post by: MLeo on December 24, 2008, 07:24:41 AM
If Mnemosyne is kind to me right now, it's not really the polygon size of the bridge that really matters, it's the texture sizes (and the number of textures).
The Prommie bridge is in the 10k region for polygons, but if you use the "low" version (texture sizes at 1024 and 512 instead of 2048 and 1024) then it's very playable.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 24, 2008, 08:39:48 AM
Soo.... whats a good place to find TMP Okudagrams?

Your head and a copy of ST6. Yes, sorry. The only way to get decent computer panels is to do them yourself, else you end up with grainy and mis-matched or blurry sets. You could ask Doc McCoy if you can use some of his prefabs, but they a bit later TMP than ST6.

I do like how you have modelled on the cushions. Those things are a pain in the ass to texture.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 10:21:21 AM
Oh, the cushions are so easy.

Attached tutorial :-).
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 10:52:12 AM
Morning render... ill post another at about 2 or 3.
(http://img72.imageshack.us/img72/5016/morningrenderec3.jpg)
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 24, 2008, 11:38:02 AM
Not even half bad. I hope this comes to fruition someday.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 11:45:43 AM
hehehe so do I.

I'm thinking about creating my own Okudagram style. Probably the same color pallete, not quite as rounded. Let me do a basic thing on the helm console and see what you guys think... If anyone has any resources for TMP okudagrams at all, I'd appreciate some links.
Many thanks.
Title: Re: Considering doing a quick bridge model... advice?
Post by: tiqhud on December 24, 2008, 11:47:34 AM
looks good to , man we got some very talented folks. here is a cookie.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 24, 2008, 12:00:41 PM
hehehe so do I.

I'm thinking about creating my own Okudagram style. Probably the same color pallete, not quite as rounded. Let me do a basic thing on the helm console and see what you guys think... If anyone has any resources for TMP okudagrams at all, I'd appreciate some links.
Many thanks.

Creating your own style is the ideal way to go. Remember that the real Okudagrams were created by professionals using handtools and plexiglass at first, which would later be scanned into the animated displays later. They are incredibly hard to fully replicate, and it's your bridge! Your panels are your creations! They are one of the more distinctive things about your bridge.

Also, blue for the cushions :P.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Bones on December 24, 2008, 12:13:24 PM
I saw my name here somwhere ;) I love that design so far, as for Okudagrams, as far as youkeep them square/rectangular with rounded edges and in blue/green/white color palette they are TMP ;) the rest is your imagination, also if you want I could provide you with some ST7 TMP displays I've made for my Ent-B retexture most of them were created while watching high res screencaps so they should be accurate and fit every TMP Okudagrams time period
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 01:35:12 PM
I'd love to take a look. what format are they in?

I'm playin with a few ideas, and I'll post an image soon. Honestly? I'm thinking about forgetting rounded edges... let's embrace 45 degrees :-D...

Already ahead of you on the blue cushions :-)
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 03:26:27 PM
(http://img78.imageshack.us/img78/6208/newhelmpx7.jpg)
Embracing the 45 degrees :-)
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 24, 2008, 03:53:11 PM
Not bad for a first go at it!
Title: Re: Considering doing a quick bridge model... advice?
Post by: Bones on December 24, 2008, 04:19:29 PM
looks amazingly good :D reminds me of Battlestar Galactica displays ;) keep up good work
Title: Re: Considering doing a quick bridge model... advice?
Post by: MLeo on December 24, 2008, 05:10:10 PM
If you are going to go with some form of status display, then please consider using BPCore to create a real status display. It involves cutting up the parts (of the texture) that can individually change.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 05:47:01 PM
Showin' off the upholstery, oh yeah...
Obviously, it comes from Abram's costume design :-)

(http://img339.imageshack.us/img339/2848/apolstrylr7.jpg)

For now I'm just trying to figure out what it takes to make a bridge. If it can be done later I'll make it BC-ready :-)
Title: Re: Considering doing a quick bridge model... advice?
Post by: JimmyB76 on December 24, 2008, 08:19:23 PM
modeling is great!  looks good!
there have been a million models made for BC and its potential bridges, but getting them from models to BC bridges is a whole other realm and complexity...
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 08:34:32 PM
Going back to the old school a little, and bringing out a new idea on sulu's scope, in my own way. Also, the NX had some LCD screens floating around that I liked. Also harkens back to the Cage bridge a little, too.

(http://img367.imageshack.us/img367/1660/monitorsqo9.jpg)
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 24, 2008, 09:30:56 PM
It would be nicer if they were mounted on the console, to be honest. It kind of looks out of place being mounted from the floor.

Also maybe decrease the size to about 1/4 the size of what they are now. Any displays we usually saw were kinda tiny and unobtrusive. I do like the LCD idea and adding the cooling vents on the back would be an amazing touch. But a 5-7" screen should be the maximum size.

This reminds me of how I need to do something with the A bridge.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 24, 2008, 10:45:40 PM
I do have cooling vents on the back - as textures. I'll probably remount them on the console, you're right, but I want to try to keep them the same size as they are now. There are going to be a few more LCDs around the bridge, not just there, so ones that are very tiny arent entirely out of place.
Title: Re: Considering doing a quick bridge model... advice?
Post by: tiqhud on December 25, 2008, 08:39:23 AM
just to be whimsical, can you put OH say like a mouse on one of the displays , you plan on putting on the wall. After all it  is almost NewYears.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 25, 2008, 08:48:22 AM
Um...What?
Title: Re: Considering doing a quick bridge model... advice?
Post by: tiqhud on December 25, 2008, 09:16:43 AM
Um...What?
On the little LCD displays, you plan one putting through-out the bridge.

Why not put a little mouse, or car, or airplane on one of them.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Shino Tenshi on December 25, 2008, 03:42:34 PM
Why should he? oO
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 25, 2008, 05:30:20 PM
I think he's sayin that i should follow the trend that you see in TNG's Lcars... It's cute for a production team, but for a fan following a production team on a gag kinda seems unoriginal. I'd rather throw me own injokes in there.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Barihawk on December 25, 2008, 09:39:18 PM
Agreed. I usually throw jokes or something in mine or do celebrities on dedication plaques if applicable. They are meant to never be seen, even if I tell you where they are in the first place. Like on my TMPBridge, the Engineer's Log sounds like a disgruntled postal employee and recites scorn towards the toilets on C deck. You will never be able to read it but it's there.
Title: Re: Considering doing a quick bridge model... advice?
Post by: ACES_HIGH on December 26, 2008, 12:29:34 AM
then there's DJ's infamous bumperstickers, I still haven't found the one on the Galaxy
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 26, 2008, 02:47:28 PM
Turns out that I have to restart it. I'm afraid I did the math wrong on something and the different panels do not line up seamlessly like I wanted it to. I have since redone the math and come to a new conclusion on some things. Expect new renders soon.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Adonis on December 28, 2008, 02:26:06 AM
FoaS dude, catch me on msn, and I'll give you some pointers ;)
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 28, 2008, 10:51:47 AM
I await your signing on
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 28, 2008, 08:07:36 PM
Anyone know how big a turbolift is?
Title: Re: Considering doing a quick bridge model... advice?
Post by: limey BSc. on December 28, 2008, 08:22:44 PM
I'd guess that if you stood in the middle, you could hold your arms out straight and be brushing the walls, so about 1.5m-2m diameter and 3m or so tall.
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 29, 2008, 04:36:18 PM
Okay folks, One more thing.

I'm looking for accurate or semi-accurate schematics of corridors from the TMP era, as well as the Sovereign-type corridors. I have plenty of screenshots, but I'm looking for good blueprints of things.
Title: Re: Considering doing a quick bridge model... advice?
Post by: firehawk on December 29, 2008, 06:17:16 PM
Okay folks, One more thing.

I'm looking for accurate or semi-accurate schematics of corridors from the TMP era, as well as the Sovereign-type corridors. I have plenty of screenshots, but I'm looking for good blueprints of things.

well..the TMP corridors were similar to TNG ones as in 5 and 6 they used Next Generation corridors for the TMP ships, though they tended to use the more angled corridors..the kinda hexagonal shaped ones with some pipes n stuff overhead
Title: Re: Considering doing a quick bridge model... advice?
Post by: Furyofaseraph on December 30, 2008, 03:22:39 AM
Well, i see the geometry of it, but I'm looking for any sort of schematics that anyone might have, Especially when it comes to doorways, and and anything with a scale.
Title: Re: The FoaS bridge Thread.
Post by: Furyofaseraph on June 04, 2009, 01:47:27 PM
Wow - ressurecting an old thread.

I have a new version in the works - this time I plan on it being a rather modular TMP bridge system. Example - I just finished up the floor objects. These can be swapped about to make different modules.

Mostly everything on the walls and what not will be done as 30-degree panels. The roof will be like the floor and just be swappable objects. Railings will also be segmented into 30 degree parts so you can rotate them and have them sit perfectly.


EDIT:
Does anyone have a good shot of the excelsior bridge? specifically I am looking for the set of support struts with the triangular cut outs.
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 04, 2009, 08:24:43 PM
Come on guys, where's the love? :-P
Title: Re: The FoaS Bridge thread.
Post by: Nebula on June 04, 2009, 09:07:01 PM
very cool
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 04, 2009, 11:54:49 PM
Thanks Neb :-).

I got all three support pylons modelled, and I have a decent railing system in place (though, it lacks the stands, but thats next). Please ignore the colors, as I have color-coded them for my own use for the time being.

btw, where is everyone?
Title: Re: The FoaS Bridge thread.
Post by: JimmyB76 on June 05, 2009, 08:48:19 AM
hopefully this one will get past the model phase and all the other phases it takes to get a working bridge ingame...
hundreds of bridge models have been built for BC in the past 6 or 7 years, but they never really get further than that...
Title: Re: The FoaS Bridge thread.
Post by: baz1701 on June 05, 2009, 08:54:09 AM
hopefully this one will get past the model phase and all the other phases it takes to get a working bridge ingame...
hundreds of bridge models have been built for BC in the past 6 or 7 years, but they never really get further than that...

My TMP bridge has moved into the game just have to figure out how to move the crew positions so they are sitting in their seats.
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 05, 2009, 12:04:17 PM
hopefully this one will get past the model phase and all the other phases it takes to get a working bridge ingame...
hundreds of bridge models have been built for BC in the past 6 or 7 years, but they never really get further than that...

Well, as I've said - I know next to nothing about conversion to BC, so :-/. But, I plan on distributing the raw MAX file so that people can do what they please with the sets, including convert it to BC.
Title: Re: The FoaS Bridge thread.
Post by: JimmyB76 on June 05, 2009, 12:08:35 PM
hopefully this one will get past the model phase and all the other phases it takes to get a working bridge ingame...
hundreds of bridge models have been built for BC in the past 6 or 7 years, but they never really get further than that...

My TMP bridge has moved into the game just have to figure out how to move the crew positions so they are sitting in their seats.
animations can be tricky, but i might be able to help with that...  ill look for you on MSN and perhaps we can get over that hurdle...
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 05, 2009, 12:42:30 PM
Sounds good, but thats at least a few days away. I still have loads of parts to make, and texturing to do.

Got a cieling done - next is the TMP-style cieling.

EDIT: Added TMP-style cieling.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 05, 2009, 03:37:49 PM
oh, cool!  :shock:
Title: Re: The FoaS Bridge thread.
Post by: Bones on June 05, 2009, 07:24:37 PM
I love that TMP ceiling :) looks great so far
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 05, 2009, 07:33:51 PM
thank you thank you :-).

Here's a shot of the TMP-style console. I'm actually going to lean more towards TWOK as far as layout of panels go Reason being, I don't want to have to have shapes cross over between the pie-pieces.

EDIT: I tihnk I'm going to redo that panel, it looks like the hooded display areas aren't wide enough.

Second Edit: Added the render of the new TMP/TWOK-style wall pie-slice. It looks better and its so much cleaner. I'm anal about verts lining up and the last version bothered me.

Third Edit: TMP Viewscreen, Turbolift, and Tactical Station
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 06, 2009, 01:50:27 PM
Bump plus another render. The TMP-Styled stuff is just about done. Yes, its not canon, but since when have I restricted myself to canon  :D
Title: Re: The FoaS Bridge thread.
Post by: Darran on June 06, 2009, 03:58:46 PM
Cannon Enough, tis le awsomeness
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 07, 2009, 11:46:48 AM
The Undiscovered Country version is in progress :-D
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 07, 2009, 11:55:00 AM
great! :D
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 07, 2009, 05:28:03 PM
Chairs - so far. A little poly intensive at the moment, but I'm going to be running down the counts much as I can.

Edit: finished the line of chairs.
Title: Re: The FoaS Bridge thread.
Post by: Darkthunder on June 07, 2009, 07:46:09 PM
Those are among the best chair models i've seen actually. They may be a little on the "high" poly side, but I don't care. Those chairs look great as they are.
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 07, 2009, 07:55:43 PM
I'm glad you like them. I've always felt that the captain chair was way too bulky and overpowering. The tall-backed chairs are still nice and a bit sleeker.

EDIT:

Update: All the major componants are finished and unwrapped. All that needs to happen is Texturing (can't wait for Okudagrams -rolls eyes-), the minor bits like lighting fixtures and little control doodads, and Turbolifts. I think I'm going to embrace the LCD screen thing again, too.
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 10, 2009, 12:11:48 PM
Texturing is underway.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 10, 2009, 01:04:59 PM
nice ;)
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 10, 2009, 01:12:19 PM
thanks. Unfortunately, I hate doing displays. I've started a display-builder file.

Edit: Progress on the Okudagram builder. It needs to be more complex, I think, but off to work I go, for now.

Edit again: Added new render. Okudagrams coming along :-D

Edit again again: Added new render. I'm starting on the front-most keyboards. This includes panels that are curved. Since I'm doing it all in Photoshop with paths, this may come to be a pain to get straight. Anyone have any advice?
Title: Re: The FoaS Bridge thread.
Post by: Dalek on June 11, 2009, 03:36:05 PM
Wow, thats looking verrrry good.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 11, 2009, 05:02:24 PM
Indeed. That's great! :D
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 11, 2009, 07:16:39 PM
thanks guys.

One panel done. This one is meant for two crew members to sit at, which is why you have the two sets of curve controls.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 11, 2009, 07:37:18 PM
cool  8)
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 11, 2009, 10:14:45 PM
Science Monitors.
Title: Re: The FoaS Bridge thread.
Post by: Darkthunder on June 11, 2009, 10:32:01 PM
Is that Chancellor Gorkon I spy in the lower right of the science station? :)
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 11, 2009, 10:35:53 PM
It is indeed. I figure spock might be doing a bit of reading before the fateful rendezvous.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 12, 2009, 02:10:08 AM
Nice  :lol:
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 12, 2009, 12:49:33 PM
Two of the stations are done. Taking a break from Okudagrams to work on things like the turbolift segment.
Title: Re: The FoaS Bridge thread.
Post by: tiqhud on June 12, 2009, 02:02:29 PM
Is that Chancellor Gorkon I spy in the lower right of the science station? :)
sure looks like him to me toooo
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 12, 2009, 03:35:38 PM
It is him.

Floor and turbolift.
Title: Re: The FoaS Bridge thread.
Post by: Dalek on June 12, 2009, 03:41:44 PM
I've taken a huge interest in the Ops (or Navigation considering the time period)/Helm console. I'm really liking it!

Edit: Liking the floor and turbolift as well!
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 12, 2009, 08:10:37 PM
Thanks :-).

Unfortunately, I've discovered I don't like doing MSDs.
Title: Re: The FoaS Bridge thread.
Post by: Billz on June 12, 2009, 08:29:59 PM
Okudagrams.

Probably best to not use anything, edited or otherwise, by Okudagrams. Would be a shame for this can of worms to be opened up again.
http://bc-central.net/forums/index.php/topic,1394.0.html
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 12, 2009, 09:04:43 PM
Yeah, I'm doing all mine from scratch.

Btw, on a kick of insanity, I tried an ultra-wide screen.
110 degree FoV.

EDIT: uploaded a picture of what I've got so far. I'm working on doing things like adding the wall extensions you find on the Ent-B and the Excelsior behind the captain's seat. As far as viewscreens go, I have four versions so far. the tmp one which just sort of sits on top of a 30 degree panel. a 60-degree panel (including the little paneled wall segments to either side) a 90 degree panel (see in the second image here) and the 120-degree panel (seen in the first image here). I think, personally, that the 90 degree is the best.

As far as okudagrams go, I'm a little burnt out on them, but I will end up revisiting them, to be sure. I have a set of Okudagram-Builder files which contain templates for use. I would like to make an MSD-builder file, too, but I lack the motivation to right now.

As far as the different panels go. I have the cushiony parts (that you see on the back of the ent-A bridge) modelled out, again. Chairs are unchanged (I still need to do stools). I plan on making three different versions of the center Helm-Nav Console: a TMP version, a TUC version (which is what you've been seeing - sort of) and the kind you see on the back of the Ent-B bridge. I still haven't touched the TNG console (which are on the Excelsior and the Ent-B). All the columns are done. The Floors are done. The cielings need to be unwrapped and textured. Most of the miscellanious bits (like light fixtures, tiny panels, fire extinguishers) still need to be modelled. The Railings are done. The Turbolift still needs to be done.

I'm sure there's stuff I'm forgetting, but thats all the updates I can think of.

Remember: the more love you show me, the more I'm motivated to work on it.
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 12, 2009, 10:43:09 PM
I like what you're doing FoaS. Keep it up! :D
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 13, 2009, 12:44:30 AM
many thanks :-).

Turbolifts started and restarted, lol.

EDIT: Turbolifts are modelled and unwrapped. Catching some shuteye then its on to texturing.
Title: Re: The FoaS Bridge thread.
Post by: Darkthunder on June 13, 2009, 07:24:32 AM
4 turbolifts? No access to a "Captains Ready Room" or a "Briefing Lounge" ?

Granted we didnt see these areas much in the TMP designs, but that doesn't mean it didn't exist :)
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 13, 2009, 08:25:00 AM
4 turbolifts? No access to a "Captains Ready Room" or a "Briefing Lounge" ?

Granted we didnt see these areas much in the TMP designs, but that doesn't mean it didn't exist :)

Lol, I'm Lazy.
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 13, 2009, 09:19:15 AM
:arms: You can never have enough turboshafts. What if three break down? Hmm? Then you'll be wishing you had that fourth one. :P Alternatively, you could make it like in the TOS bridge sketches where one turbolift rotates around to open up into another corridor.
Title: Re: The FoaS Bridge thread.
Post by: Maxloef on June 14, 2009, 06:56:19 AM
thanks. Unfortunately, I hate doing displays. I've started a display-builder file.

Edit: Progress on the Okudagram builder. It needs to be more complex, I think, but off to work I go, for now.

Edit again: Added new render. Okudagrams coming along :-D

Edit again again: Added new render. I'm starting on the front-most keyboards. This includes panels that are curved. Since I'm doing it all in Photoshop with paths, this may come to be a pain to get straight. Anyone have any advice?

I see what you did there...

IG88T

cookie for you!
Title: Re: The FoaS Bridge thread.
Post by: JimmyB76 on June 14, 2009, 11:10:05 AM
4 turbolifts? No access to a "Captains Ready Room" or a "Briefing Lounge" ?

Granted we didnt see these areas much in the TMP designs, but that doesn't mean it didn't exist :)
i hear where youre coming from...
but if this bridge actually ever does make it into a playable form for BC, we wouldnt be going to those rooms anyway lol
that, and it can be scripted so extra characters do not emerge from 2 of the turbolifts, so we could "pretend" that those rooms are there right off the bridge lol
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 14, 2009, 11:41:32 AM
thanks. Unfortunately, I hate doing displays. I've started a display-builder file.

Edit: Progress on the Okudagram builder. It needs to be more complex, I think, but off to work I go, for now.

Edit again: Added new render. Okudagrams coming along :-D

Edit again again: Added new render. I'm starting on the front-most keyboards. This includes panels that are curved. Since I'm doing it all in Photoshop with paths, this may come to be a pain to get straight. Anyone have any advice?

I see what you did there...

IG88T

cookie for you!

hehehehe I put all sorts of fun things up on the top of those.


As far as the four turbolifts? Remember, I'm going to put this up as a MAX file, so people can build there own bridges. I just wanted the option.
Title: Re: The FoaS Bridge thread.
Post by: Dalek on June 14, 2009, 11:48:55 AM
TK 421! Yay! :P

But where's IG lol?
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 14, 2009, 01:59:52 PM
What's TK 421? oO
Title: Re: The FoaS Bridge thread.
Post by: Billz on June 14, 2009, 02:12:32 PM
What's TK 421? oO

He was the stormtrooper equivilent of a 'redshirt', lol, in 'SW 4: A New Hope'.
Title: Re: The FoaS Bridge thread.
Post by: Dalek on June 14, 2009, 02:14:52 PM
TK 421 (http://starwars.wikia.com/wiki/TK-421)

He's an Easter Egg now. :P
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 14, 2009, 03:37:25 PM
Okay, and what's that IG 88T thing then?
Another trooper?
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 14, 2009, 07:29:08 PM
IG-88 is an assassin droid that serves as a freelance bounty hunter in star wars. I dunno why I put the T on the end, but I did.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 14, 2009, 07:39:25 PM
ah yeah you're right.
I remember that one.
Title: Re: The FoaS Bridge thread.
Post by: FarShot on June 14, 2009, 08:18:48 PM
Lol at the IG 88 and TK 421.  More inter-scifi-universe references, please!
*gives a cookie*
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 14, 2009, 08:27:25 PM
Erm, lets see.

I got the TMP Console done - as opposed to the TUC console you've been seeing so far.

On the front of the TMP console is "K-19C" which is a reference to the K-19 Widowmaker.

Edit: finished the TNG Consoles, as well as the rear console you find on the Enteprise B.

Question: Should I include the captains table/pillar you find on the Exceleior bridge?
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 15, 2009, 08:42:51 AM
Hm. it looks strange having the capt. chair right at that console behind him.
some space between teh chair and the console would look better imho ^^
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 15, 2009, 08:54:36 AM
I know there should be a bit more space. But I don't want enough that people can walk through. I'll quote myself from a response to a similar remark on another forum.

Quote
Well, the rear-console fits much better with the extended area behind the captain's chair - like you find on the Ent-B itself. Were I a captain, I'd prefer to have something behind me more than just the chair - or even just a railing. The idea of my chair just floating out in the middle of the floor makes me uneasy. A nice-sized console does the trick.
The only thing is Bones needs a place to be anchored in the scene. A railing behind the chair does that well, so he can lean on it, but a console can do that pretty well, too. He can sort of lean on the side of it.
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 15, 2009, 10:54:07 AM
Everything looks good FoaS. I like your idea with the console, I would feel the same way. :P
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 15, 2009, 02:46:45 PM
Everything looks good FoaS. I like your idea with the console, I would feel the same way. :P

Never sit with your back to the door :-).
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 15, 2009, 02:59:04 PM
With your bridge, that would be hard to do. Four turboshafts in four corners. :P
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 15, 2009, 04:23:04 PM
It's the sentiment :P.

Here's a render with just the illum texture being bounced around. This is why I love finalRender. Also, because this render only took about three minutes.

EDIT: Adding second render. Still just the Illum textures being bounced by the GI engine. This render took five minutes.
Title: Re: The FoaS Bridge thread.
Post by: Shino Tenshi on June 16, 2009, 08:05:12 AM
nice, I really need to learn how to do that xD
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 16, 2009, 10:18:16 AM
I am jealous. I wish they made that plugin for Max 9, but it's only for 4, 5, and 6. :(
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 16, 2009, 02:51:47 PM
There's a plugin for Max called "Bobo's File Format". It's designed to bring scene into a previous version of Max. There's some glitches with mult-sub maps - but if you know anything about maxscripting its easy to fix - or you just ask me.

EDIT:

Since I have pretty much finished the TUC-style things, and haven't really touched the TMP-style things yet, here's what I plan on doing.
I will instead release two different versions of the bridge-maker file. One for TUC-style, one for TMP-style. Both of these will contain all the relevant PNG textures. After that I will up the base PSD files so that textures can be more easily modified (I have to organize them, first, of course).

I also plan on doing something like a Corridor-builder set, which will contain prefab corridor pieces, so that folk can tile the different models into there own corridor configurations. (the bent concentric corridor pieces might be a little tricky in that regard - but I'll muddle through). I have the following corridor sets in mind:

 - TMP/TUC style (which will bleed into the TNG-style)
 - TNG style
 - SOV style
 - VOY style
 - Starfleet Academy/Starfleet Command (if you've played Elite Force 2, you know what I'm talking about. If you haven't see the attached screenshot)

I'll probably make a set of props, too: PADDs, Tricorders, Phasers, Plants, and all sorts of things.
Title: Re: The FoaS Bridge thread.
Post by: Furyofaseraph on June 18, 2009, 09:15:39 PM
NEWS FLASH

Ever wanted to create your own Star Trek interior? Now you can (sort of). FoaS/Robinomicon presents the Create-A-Set system. These models, which are to be released over an indeterminate amount of time, will allow you to puzzle-piece together your own Star Trek interior (or even exterior, eventually) "soundstage". The modules will be standardized and modular in nature, allowing you to pick and choose from modules released. The first to be released is the Door Module, which provides six sizes of doors for your use.

Included in the file is the PSD of the textures used, allowing you to change how the door appears. The PSD also comes with four pre-fabricated styles of textures including the style used on the Enterprise-D and the Voyager. The package also includes a chart outlining basic information on what size you should make your doorjams/arches and what not. The doors themselves come prerigged with Morph Modifiers, allowing you to animate the opening and closing of a door with a simple spinner. All you need to do is merge the door objects you want into your scene (I do not recommend opening the file directly, as I make use of some additional plugins which you may not have, merging the objects into your scene will only bring in the needed parts of the Max file).

The Door Module was built using 3ds Max 9 32-bit and may not be compatible with earlier versions. If demand is high enough I will include a Max4 version in an update.

You can download the door-module off of my site: Here (http://www.robinomicon.com/c/infusions/advanced_downloadDB_panel/dldb.php?op=view&id=11). Attached to this post is a render of doors included.

Remember to credit me if you use them, or any other pieces of my work, and as always: Enjoy.

If you, yourself, make additional door styles, I encourage you to share your work. If they are of good quality - email me your modified PSD and I will include them in newer versions of the module, if you so wish.

By the way. Next Up: Chairs.
Title: Re: The FoaS Bridge thread.
Post by: Kirk on June 18, 2009, 09:19:08 PM
Super cool! Enjoy a cookie.
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on June 19, 2009, 12:23:48 AM
Thanks, kirk.

Here's my progress on the Chair module. I'd like to add things like a reclined lounge-chair, too. You know, the one that picard reads in in his quarters? After that its organizing the textures and setting up the file for distribution.

EDIT: The Chair Module is now released. You can find the module here: [LINK (http://www.robinomicon.com/c/infusions/advanced_downloadDB_panel/dldb.php?op=view&id=12)]

There's a bit of a naming convention, so consult the HowTo.jpg on how to identify the various chairs when you merge them into your scene. As always, praise and cookies are always appreciated. Feedback, too. If you guys come up with new styles, let me know.

Next up is Light Fixtures.
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Dalek on June 19, 2009, 12:11:34 PM
I am now officially calling you awesome. :D
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on June 19, 2009, 12:21:14 PM
I am now officially calling you awesome. :D

Aww Dalek: it wasn't like that before?

The Light Module has begun. I'm pulling a lot of ideas from things like EF2, and what not. If anyone has any suggestions as to what sort of fixtures I should make - post a picture and I'll consider it.
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Dalek on June 19, 2009, 12:25:26 PM
You've always been awesome. Now you're awesome for letting us make bridges with bits of models and stuff. :D
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on June 19, 2009, 02:52:40 PM
Not only bridges, but any interior you want. (certain rooms would be more specialized and would take some special files, but thats okay).

Anyways, work on the Lights Module continues. I think I'm going to have about three desk lamps, half a dozens sconces, a few floodlights, and a few overhead pennants.
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: JimmyB76 on June 19, 2009, 06:37:19 PM
perhaps it might be best to have one thread for about smaller components and models, and one as well for entire bridges?
might be easier to reference...  if not, thats cool - just a drunken random idea lol :P
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on June 21, 2009, 05:03:02 PM
I didn't want to flood the forum - it's up to you as the mod, though. If you prefer I create a new thread for the Create-A-Set, I got no qualms.

in the mean time, here's progress on the Lights Module. These are the generic pieces - not the specialized lighting fixtures - those will be included, but I haven't set them up entirely, yet. There are going to be 7 different styles of lights (shapes of the glass parts, i mean). There are 10 different forms that each style comes in.

Edit: all the basic generic lights are modelled. I still have to rig them up to actually produce light, though.
Title: Re: The FoaS Bridge thread... Create-A-Set system started
Post by: Furyofaseraph on June 22, 2009, 10:25:09 AM
The Basic Light module has been released.
Download it here (http://www.robinomicon.com/c/infusions/advanced_downloadDB_panel/dldb.php?op=view&id=13)

Now, this doesn't contain the more specialized lights, like desk lamps or the really trek-style lights. Those will come in the Advanced Light module.

EDIT
Next up: Flooring