Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: CyAn1d3 on April 19, 2009, 01:14:01 AM
-
has anyone considered doing the enterprise bridge from st1 - 3? i was just curious.
-
I think there's one in the works, but don't ask when it's done. ;)
-
Don't make a request for new bridges. Its kind of a 'unwritten rule'.
-
come on guys don't be soooo lazy... it's so easy to just scroll down the page and look for thread you're interested with :? here's the project btw. http://bc-central.net/forums/index.php/topic,1882.0.html tho I think it's currently on hold and if not then it's on backburner as most of 3rd Era team is focused on ST Excalibur.
-
I believed there are a whole slew of Enterprise bridges released?
I mean, the pilot version, TOS version and the TMP version
So that should include ST1 at the very least. ;)
-
Until that bridge comes into existance I believe the closest you are going to find is the Early TMP Miranda bridge. It is a stand alone retexture of the Prometheus Bridge done by non other than Dr_McCoy1701A found here:
http://bridgecommander.filefront.com/file/Early_TMP_Miranda_Bridge;86406 (http://bridgecommander.filefront.com/file/Early_TMP_Miranda_Bridge;86406) Enjoy 8)
-
i have the tmp miranda bridge, thats kinda what brought the question up.
thanks Mc Coy for pointing that out, i feel like a dumash.
-
you don't have to, we all been noobs some time ago (god now I sound like an elder grandpa or worse :P )
I wish I made such retexture to Ent-A bridge instead of Prometheus but maybe one day I'll get back to it ;)
-
I wish I made such retexture to Ent-A bridge instead of Prometheus but maybe one day I'll get back to it ;)
sounds good to me dude, u do kick a$$ work and i look forward to its eventual arrival.
im gonna eventually try my hand at bridge modeling.... buuuut not quite yet.
-
If you don't feel ready for modelling then how about start some retexturing ;)
-
I have a TMP era connie bridge built and as a NIF had it work in the model editer ok but not the game. I just don't know enough about HP'ing to get it working in the game.
I'm happy for someone to take this over if the have the skills to get it functioning in the game.
-
I just don't know enough about HP'ing to get it working in the game.
well, it's not exactly hardpointing :P
-
I've just noticed the NIF has been downloaded 23 since nov 08 from my filefront page.
I wonder who has it, and what they are doing with it?
-
If you don't feel ready for modelling then how about start some retexturing ;)
Very true. Some of the newcomers to bridge retexturing are better than us masters :P. Lurok is definitely one of the stars of the new generation.
I've just noticed the NIF has been downloaded 23 since nov 08 from my filefront page.
I wonder who has it, and what they are doing with it?
I wouldn't get too excited. Most, if not all, of those downloads were probably from people who did not read the readme/description and only saw the pictures, and went into siezure at the possibility of having the bridge ingame.
-
Thanks for the kind words Barihawk. As I said before, it was yours and the Doc's work that gave me inspiration in first place. And the fact that with all the modelling emphasis now on Excalibur, retexturing was pretty much all we had left at BC.
I was one of those who downloaded Baz's ent bridge. Curious to see how looked... and pretty damn good (one small crit: helm floor circle needs to be bit smaller :D). Like him I have Max 9 and wanted to create new bridge (Rotarran). But we both have same prob of being unable to get beyond model stage without 3.1 export and scripting. Shame as the ent bridge is a pretty versatile model (we all know can be configd for Oberth and Miranda too).
Doc's earlyTMP is really all we have at mo. With his permission, this is closest I can get to a movie-style Miranda without extra modelling.
-
If you don't feel ready for modelling then how about start some retexturing ;)
thats my problem, i can model pretty good.... i just get lost on the texturing phase...that and my lack of photoshop.
other than that id love to step up and take a crack at it
-
You can always try to download Paint Shop Pro 8.10 try&buy (60 days trial), it's quite simple yet very effective, it has most of PS tools in it and IMHO it's more begineer-friendly in use than PS. I'm still using my copy of PSP 8.10 and still I think it's one of the best
-
You could also try GIMP or Paint.Net, both are free.
-
good deal, since i need something good to texture arsenal ill give it a look. :D
-
I have my bridge working in the game without crashing using the Enterprise-A script. The only trouble is it is all black?
you can make out the shape of the helm chair.
I replaced the high texture folder for my TGA's, no joy. The bridge looks ok in nifskope and model editor with textures
any ideas?
-
I think that's a lighting problem.
What specific bridge script did you use? Does it include an ambient light?
-
I used the Enterprise-A setup tha came with KM1.0, i just renamed the Nif and high texture folder before I pasted in my high and nif file that I renamed to match the Enterprise_a bridge nif.
The PY as this credit on it Created: 9/12/00 - DLitwin
-
lol, that's the stock header comment for the Galaxy bridge. :P
I guess my knowledge was a bit rusty, neither that py file nor the bridge hardpoint (smoke/spark emitters) control the ambient light, but the code that loads a bridge, does the console say anything?
-
other than the crew everything including the consoles are black.
-
It sounds familair to me, I think it might (in this case) be the lightmaps, are they on the second channel?
But I think you will have to PM Mark, Sean or Legacy for this.
-
Ok well I'll plod away with this as a background project whilst I finish my ships off. I'm just happy I have a bridge NIF now that does not crash the game, that was a major step foward for me.
-
other than the crew everything including the consoles are black.
Hi Baz, I got the same too with your model (using the TMPMiranda script) and figured it might be lightmap problem. If I can help at all (like a beta tester :D), I'll experiment and let you know if get a better result. Apologies if bad protocol to ask but is there any chance you can upload your textures? Thanks.
-
this is the best I can get it. There is a bridge there just can not see it?
-
Kirk : who turned those damn lights off ?!?! lol j/k
if you could make those textures reappear then we would have very first TMP bridge tho it's still missing proper lightmaps and animations
-
Then it's mostlikely the fact that it's missing lightmaps. ;)
-
any clue on how to add them?
The mesh has to omni lights exported with it, or is light maps a texture thing?
-
This is all assuming the structure (names of nodes) is similar to the other bridges and that the bridge scripts use all the same names (so "bridge" for the bridge object and "viewscreen" for the viewscreen object).
From what I know of the process, you have to attach it's the second channel. Maybe as the luminence or emission map, but then again, I'm only a scripter.
Like I said, PM Mark, Sean or Legacy (or Viper) if you really want to know for 100%.
-
Then it's mostlikely the fact that it's missing lightmaps. ;)
just guessing tho I've just removed all lightmaps from Enterprise B bridge and everything is just very bright :? (at least in MPE... I don't have BC installed ATM) so wouldn't it be plain white in game ?
-
my bridge look perfect in mpe
-
If there are no lightmaps, and the game expects them (to bounce light off), then it will be black.
Characters, on the other hand, are manually added to the ambient light. But they don't have light maps (nor does BC expect them).
-
I've been experimenting with Baz's bridge and my Rotarran and have created baked textures and lightmaps following tutorials here at BC and elsewhere but still no joy. Interestingly my lightmaps look like standard lightmaps but they're colour not monochrome like most of bridges in BC. Not sure why that is. I get a nice textured bridge in MPE, but still the black bridge syndrome in BC. If anyone knows of a really good simple hard-to-fubar lm tutorial (other than one here), let me know :D
-
I too have attempted to "bake" the textures in max and have exported the bridge several times without joy.
I have not given up yet though
-
Then it's mostlikely the fact that it's missing lightmaps. ;)
just guessing tho I've just removed all lightmaps from Enterprise B bridge and everything is just very bright :? (at least in MPE... I don't have BC installed ATM) so wouldn't it be plain white in game ?
Was curious about this so removed all lightmaps from a bridge and ran BC. Bridge still shows up in full colour, though without shadows/shading. Looks less 'photo-real' and more cartoony. Which suggests bridges do not need lightmaps to run ingame or provide ambient light. So must be something else that controls lighting on models, not lightmaps. I suspect the only people who can provide a definitive answer are those who've actually created fully functioning bridges.
-
Did you export the bridge (from a 3d program) without lightmaps and then ran it? Or did you just remove the tga files?
Just adding a second, white, channel might just do the trick.
-
I followed the Bake tutorial in the tutorial section saved the mesh again as nif (3D max exporter with default settings for BC) and put it and the textures assigned in to the Enterprise-A folder and ran the game.
-
I believe that is intended for ships, not bridges.
From what I know of the process (during the 3E time people were trained, I just read the threads) and I distinctly remember that there was a second channel involved especially for the lights.
-
I'll do some more net research on adding another channel and see if that helps
-
If memory serves, there is a spinnerbox where you can set the channel in the materials window.
-
Realising the limitations of the tutorial here at BC, I did look up others and made sure added second channel. It probably is something really simple, but like I said, we really need input/advice of someone who's actually made bridges. At least having (frustrating) fun experimenting :D
-
how are you exporting this nif?
-
how are you exporting this nif?
I'm using the Max 9 exporter
-
niflib doesnt work for bridges Im afraid, it doesnt export 2nd mapping channels properly. The only exporter that works is the official max 3 exporter from the sdk, you can use BFF (back from five aka bobos file format) to get your scene from max 9 into max 3 but there are often issues.
Sorry about that, but its the worst thing about bridge modding, and the main reason i gave up on BC
-
It has been a while but I have the bridge in game with textures.
-
So what was it? I take it the lightmaps are now on channel 2?
-
nope far easer. Just use the old SDK exporter with max 3.1.
Biggest problem was trying to find a PC old enough to run it.
-
I'm trying to adjust the positions of the Enterprise-A scripts to work on my refit.
I have have the X,Y,Z co-ordinates of all the places for thae camera, crew etc.
The first problem is the view screen is not where it is supposed to be. I exported it as a seperate nif but I think the Enterprise-A script has moved it outside of the model?
Also when I load the Enterprise-A bridge in max the X,Y,Z's do not match up to the py file?
If I can get past these small problems then I can look at getting this bridge released.
Any help over coming these problems would be a great help.
-
The XYZ values not matching with Max is mostlikely an issue of scale.
You can change the position of the viewscreen by pViewScreen.SetTranslateXYZ(...)
I'm afraid you will have to use trial and error.
Something you can try is to load the bridge nif up in MPE and retrieve the (corrected?) xyz values from there.
-
There is no ref to Pviewscreen.setTranslation in my script. Where should it go.
Also any pointers on making the camera move back would be helpful, I have tried random number but other than orientation it makes no difference to the position. I want it over the captains chair.
Here is the py file
##############################################################################
# Filename: EnterpriseRefitbridge.py
#
# Confidential and Proprietary, Copyright 2000 by Totally Games
#
# This contains the code to create and configure the EnterpriseA class bridge.
# It is only called by LoadBridge.Initialize("EnterpriseRefitbridge"), so don't
# call these functions directly
#
# Created: 9/12/00 - DLitwin
###############################################################################
import App
#NonSerializedObjects = ( "debug", )
#debug = App.CPyDebug(__name__).Print
#debug("Loading " + __name__ + " module...")
###############################################################################
# CreateBridgeModel()
#
# Create the EnterpriseA bridge model, viewscreen and main camera, attaching them
# to the Set passed in.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def CreateBridgeModel(pBridgeSet):
iDetail = App.g_kImageManager.GetImageDetail()
pcDetail = [ "Low/", "Medium/", "High/" ]
pcEnvPath = "data/Models/Sets/EnterpriseRefitbridge/" + pcDetail[iDetail]
# Pre-load the Bridge model and viewscreen
App.g_kModelManager.LoadModel("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridge.nif", None, pcEnvPath)
App.g_kModelManager.LoadModel("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF", None, pcEnvPath)
# Load the viewscreen and set it up specially with SetViewScreen()
pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")
# Setup bridge object
pBridgeObject = App.BridgeObjectClass_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridge.nif")
pBridgeSet.AddObjectToSet(pBridgeObject, "bridge")
pBridgeObject.SetTranslateXYZ(0.000000, 0.000000, 0.000000)
pBridgeObject.SetAngleAxisRotation(0.000000, 1.000000, 0.000000, 0.000000)
# setup hardpoints for dbridge.
pPropertySet = pBridgeObject.GetPropertySet()
import Bridge.EnterpriseRefitbridgeProperties
App.g_kModelPropertyManager.ClearLocalTemplates()
reload(Bridge.EnterpriseRefitbridgeProperties)
Bridge.EnterpriseRefitbridgeProperties.LoadPropertySet(pPropertySet)
# Create camera
lPos = GetBaseCameraPosition()
pCamera = App.ZoomCameraObjectClass_Create(lPos[0], lPos[1], lPos[2], 1.570796, -0.000665, -0.087559, 0.996159, "maincamera")
pCamera.SetMinZoom(0.1)
pCamera.SetMaxZoom(1.0)
pCamera.SetZoomTime(0.375)
pBridgeSet.AddCameraToSet(pCamera, "maincamera")
pCamera.Update( App.g_kUtopiaModule.GetGameTime() )
App.g_kVarManager.SetFloatVariable("global", "fZoomTuneState", 0)
# Load EnterpriseA bridge specific sounds
LoadSounds()
App.g_kModelPropertyManager.ClearLocalTemplates()
###############################################################################
# GetBaseCameraPosition
#
# Get the normal camera position for this bridge.
#
# Args: None
#
# Return: A tuple with the (x,y,z) location for the base camera position.
###############################################################################
def GetBaseCameraPosition():
return (5, 90, 70)
###############################################################################
# AdjustCameraPositionForBridge
#
# Adjust the position of the camera, based on the horizontal
# angle it's facing, based on the bridge that it's on.
#
# Args: fHorizAngle
#
# Return: The adjusted camera position.
###############################################################################
def AdjustCameraPositionForBridge(pCamera, fHorizAngle):
vLocation = App.TGPoint3()
apply(vLocation.SetXYZ, GetBaseCameraPosition())
return vLocation
###############################################################################
# ConfigureCharacters()
#
# Configure the bridge crew to the set, which adds bridge specific animations
# to them.
#
# Args: pBridgeSet - The Bridge set
#
# Return: none
###############################################################################
def ConfigureCharacters(pBridgeSet):
# Configure bridge characters to our bridge
import Bridge.Characters.ENAFelix
import Bridge.Characters.ENAKiska
import Bridge.Characters.ENASaffi
import Bridge.Characters.ENABrex
import Bridge.Characters.ENAMiguel
import Bridge.Characters.ENAFemaleExtra1
import Bridge.Characters.ENAFemaleExtra2
import Bridge.Characters.ENAFemaleExtra3
import Bridge.Characters.ENAMaleExtra1
import Bridge.Characters.ENAMaleExtra2
import Bridge.Characters.ENAMaleExtra3
pENAFelix = App.CharacterClass_Cast(pBridgeSet.GetObject("Tactical"))
pENAKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pENASaffi = App.CharacterClass_Cast(pBridgeSet.GetObject("XO"))
pENAMiguel = App.CharacterClass_Cast(pBridgeSet.GetObject("Science"))
pENABrex = App.CharacterClass_Cast(pBridgeSet.GetObject("Engineer"))
pENAFemaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra1"))
pENAFemaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra2"))
pENAFemaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra3"))
pENAMaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra1"))
pENAMaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra2"))
pENAMaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra3"))
Bridge.Characters.ENAFelix.ConfigureForEnterpriseA(pENAFelix)
Bridge.Characters.ENAKiska.ConfigureForEnterpriseA(pENAKiska)
Bridge.Characters.ENASaffi.ConfigureForEnterpriseA(pENASaffi)
Bridge.Characters.ENAMiguel.ConfigureForEnterpriseA(pENAMiguel)
Bridge.Characters.ENABrex.ConfigureForEnterpriseA(pENABrex)
if (pENAFemaleExtra1):
Bridge.Characters.ENAFemaleExtra1.ConfigureForEnterpriseA(pENAFemaleExtra1)
if (pENAFemaleExtra2):
Bridge.Characters.ENAFemaleExtra2.ConfigureForEnterpriseA(pENAFemaleExtra2)
if (pENAFemaleExtra3):
Bridge.Characters.ENAFemaleExtra3.ConfigureForEnterpriseA(pENAFemaleExtra3)
if (pENAMaleExtra1):
Bridge.Characters.ENAMaleExtra1.ConfigureForEnterpriseA(pENAMaleExtra1)
if (pENAMaleExtra2):
Bridge.Characters.ENAMaleExtra2.ConfigureForEnterpriseA(pENAMaleExtra2)
if (pENAMaleExtra3):
Bridge.Characters.ENAMaleExtra3.ConfigureForEnterpriseA(pENAMaleExtra3)
pCamera = App.ZoomCameraObjectClass_GetObject(pBridgeSet, "maincamera")
pCamera.SetTranslateXYZ(5, 90, 70)
###############################################################################
# LoadSounds()
#
# Load any EnterpriseA bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def LoadSounds():
# debug("Loading EnterpriseA door sound")
pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-door.wav", "LiftDoor", "BridgeGeneric")
# debug("Loading EnterpriseA red alert sound")
pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-redalert.wav", "RedAlertSound", "BridgeGeneric")
# debug("Loading EnterpriseA hail sound")
pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-hail.wav", "Hail", "BridgeGeneric")
# debug("Loading EnterpriseA Ambient sound")
pGame = App.Game_GetCurrentGame()
pGame.LoadSoundInGroup("sfx/TMP-bridge2.loop.wav", "AmbBridge", "BridgeGeneric")
###############################################################################
# UnloadSounds()
#
# Unload any EnterpriseA bridge specific sounds
#
# Args: none
#
# Return: none
###############################################################################
def UnloadSounds():
App.g_kSoundManager.DeleteSound("LiftDoor")
App.g_kSoundManager.DeleteSound("RedAlertSound")
App.g_kSoundManager.DeleteSound("Hail")
App.g_kSoundManager.DeleteSound("AmbBridge")
###############################################################################
# PreloadAnimations()
#
# Load any EnterpriseA bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def PreloadAnimations ():
kAM = App.g_kAnimationManager
kAM.LoadAnimation ("data/animations/ENA_door_L1.nif", "ENA_Door_L1")
kAM.LoadAnimation ("data/animations/ENA_door_L2.nif", "ENA_Door_L2")
# Small animations
# Science Movement
kAM.LoadAnimation ("data/animations/ENA_stand_s_s.nif", "ENA_stand_s_s")
kAM.LoadAnimation ("data/animations/ENA_seated_s_s.nif", "ENA_seated_s_s")
kAM.LoadAnimation ("data/animations/ENA_face_capt_s.nif", "ENA_face_capt_s")
kAM.LoadAnimation ("data/animations/ENA_chair_s_face_capt.nif", "ENA_chair_s_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_s_reverse.nif", "ENA_face_capt_s_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_s_face_capt_reverse.nif", "ENA_chair_s_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_S_in.nif", "EB_chair_S_in")
# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_A.NIF", "ENA_S_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_B.NIF", "ENA_S_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_C.NIF", "ENA_S_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_D.NIF", "ENA_S_pushing_buttons_D")
# Science Talking to other stations
# Engineer Movement
kAM.LoadAnimation ("data/animations/ENA_stand_e_s.nif", "ENA_stand_e_s")
kAM.LoadAnimation ("data/animations/ENA_seated_e_s.nif", "ENA_seated_e_s")
kAM.LoadAnimation ("data/animations/ENA_face_capt_e.nif", "ENA_face_capt_e")
kAM.LoadAnimation ("data/animations/ENA_chair_e_face_capt.nif", "ENA_chair_e_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_e_reverse.nif", "ENA_face_capt_e_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_e_face_capt_reverse.nif", "ENA_chair_e_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_chair_E_in.nif", "EB_chair_E_in")
# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_A.NIF", "ENA_E_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_B.NIF", "ENA_E_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_C.NIF", "ENA_E_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_D.NIF", "ENA_E_pushing_buttons_D")
# Engineer Talking to other stations
#
# medium animations
# Helm Movement
kAM.LoadAnimation ("data/animations/ENA_stand_h_m.nif", "ENA_stand_h_m")
kAM.LoadAnimation ("data/animations/ENA_seated_h_m.nif", "ENA_seated_h_m")
kAM.LoadAnimation ("data/animations/ENA_face_capt_h.nif", "ENA_face_capt_h")
kAM.LoadAnimation ("data/animations/ENA_chair_H_face_capt.nif", "ENA_chair_H_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_h_reverse.nif", "ENA_face_capt_h_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_H_face_capt_reverse.nif", "ENA_chair_H_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_glance_h_m.nif", "ENA_glance_h_m")
kAM.LoadAnimation ("data/animations/EB_glance_h_m_reverse.nif", "ENA_glance_h_m_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_h.NIF", "ENA_hit_h")
# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_A.NIF", "ENA_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_B.NIF", "ENA_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_C.NIF", "ENA_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_D.NIF", "ENA_H_pushing_buttons_D")
# Helm Talking to other stations
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_C_M.NIF", "EB_H_Talk_to_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_E_M.NIF", "EB_H_Talk_to_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_S_M.NIF", "EB_H_Talk_to_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_to_T_M.NIF", "EB_H_Talk_to_T_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_C_M.NIF", "EB_H_Talk_fin_C_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_E_M.NIF", "EB_H_Talk_fin_E_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_S_M.NIF", "EB_H_Talk_fin_S_M")
kAM.LoadAnimation ("data/animations/EB_H_Talk_fin_T_M.NIF", "EB_H_Talk_fin_T_M")
# XO Movement
kAM.LoadAnimation ("data/animations/ENA_seated_C_M.nif", "ENA_seated_c_m")
kAM.LoadAnimation ("data/animations/ENA_seatedm_C_M.nif", "ENA_seatedm_c_m")
kAM.LoadAnimation ("data/animations/ENA_stand_V_M.nif", "ENA_stand_c_m")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c1.nif", "ENA_face_capt_c1")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c.nif", "ENA_face_capt_c")
kAM.LoadAnimation ("data/animations/ENA_face_capt_C_reverse.NIF", "ENA_face_capt_C_reverse")
kAM.LoadAnimation ("data/animations/ENA_face_capt_c1_reverse.NIF", "ENA_face_capt_c1_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_c.NIF", "Int_hit_c")
#Commander interaction
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_A.NIF", "ENA_C_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_B.NIF", "ENA_C_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_C.NIF", "ENA_C_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_D.NIF", "ENA_C_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_A.NIF", "EB_X_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_B.NIF", "EB_X_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_C.NIF", "EB_X_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_D.NIF", "EB_X_pushing_buttons_D")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_E.NIF", "EB_X_pushing_buttons_E")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_F.NIF", "EB_X_pushing_buttons_F")
kAM.LoadAnimation ("data/animations/EB_X_pushing_buttons_G.NIF", "EB_X_pushing_buttons_G")
# XO Talking to other stations
kAM.LoadAnimation ("data/animations/EB_C_Talk_E_M.NIF", "EB_C_Talk_E_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G2_M.NIF", "EB_C_Talk_G2_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_G3_M.NIF", "EB_C_Talk_G3_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_TH_M.NIF", "EB_C_Talk_TH_M")
kAM.LoadAnimation ("data/animations/EB_C_Talk_S_M.NIF", "EB_C_Talk_S_M")
# Guest Animations
kAM.LoadAnimation ("data/animations/EB_L1toX_M.nif", "EB_L1toX_M")
kAM.LoadAnimation ("data/animations/EB_seated_X_m.nif", "EB_seated_X_m")
kAM.LoadAnimation ("data/animations/EB_face_capt_X.nif", "EB_face_capt_X")
kAM.LoadAnimation ("data/animations/EB_face_capt_X_reverse.NIF", "EB_face_capt_X_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_x.NIF", "ENA_hit_x")
# Extras
kAM.LoadAnimation ("data/animations/ENA_L1toG3_S.nif", "ENA_L1toG3_S")
kAM.LoadAnimation ("data/animations/ENA_L1toG3_M.nif", "ENA_L1toG3_M")
kAM.LoadAnimation ("data/animations/ENA_L1toG3_L.nif", "ENA_L1toG3_L")
kAM.LoadAnimation ("data/animations/ENA_L2toG1_S.nif", "ENA_L2toG1_S")
kAM.LoadAnimation ("data/animations/ENA_L2toG1_M.nif", "ENA_L2toG1_M")
kAM.LoadAnimation ("data/animations/ENA_L2toG1_L.nif", "ENA_L2toG1_L")
kAM.LoadAnimation ("data/animations/ENA_L2toG2_S.nif", "ENA_L2toG2_S")
kAM.LoadAnimation ("data/animations/ENA_L2toG2_M.nif", "ENA_L2toG2_M")
kAM.LoadAnimation ("data/animations/ENA_L2toG2_L.nif", "ENA_L2toG2_L")
kAM.LoadAnimation ("data/animations/ENA_G1toL2_S.nif", "ENA_G1toL2_S")
kAM.LoadAnimation ("data/animations/ENA_G1toL2_M.nif", "ENA_G1toL2_M")
kAM.LoadAnimation ("data/animations/ENA_G1toL2_L.nif", "ENA_G1toL2_L")
kAM.LoadAnimation ("data/animations/ENA_G2toL2_S.nif", "ENA_G2toL2_S")
kAM.LoadAnimation ("data/animations/ENA_G2toL2_M.nif", "ENA_G2toL2_M")
kAM.LoadAnimation ("data/animations/ENA_G2toL2_L.nif", "ENA_G2toL2_L")
kAM.LoadAnimation ("data/animations/ENA_G3toL1_S.nif", "ENA_G3toL1_S")
kAM.LoadAnimation ("data/animations/ENA_G3toL1_M.nif", "ENA_G3toL1_M")
kAM.LoadAnimation ("data/animations/ENA_G3toL1_L.nif", "ENA_G3toL1_L")
# Large animations
# Tactical Movement
kAM.LoadAnimation ("data/animations/ENA_stand_t_l.nif", "ENA_stand_t_l")
kAM.LoadAnimation ("data/animations/ENA_seated_t_l.nif", "ENA_seated_t_l")
kAM.LoadAnimation ("data/animations/ENA_seatedm_t_l.nif", "ENA_seatedm_t_l")
kAM.LoadAnimation ("data/animations/ENA_face_capt_t.nif", "ENA_face_capt_t")
kAM.LoadAnimation ("data/animations/ENA_chair_T_face_capt.nif", "ENA_chair_T_face_capt")
kAM.LoadAnimation ("data/animations/ENA_face_capt_t_reverse.nif", "ENA_face_capt_t_reverse")
kAM.LoadAnimation ("data/animations/ENA_chair_T_face_capt_reverse.nif", "ENA_chair_T_face_capt_reverse")
kAM.LoadAnimation ("data/animations/EB_hit_t.NIF", "ENA_hit_t")
# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_A.NIF", "ENA_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_B.NIF", "ENA_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_C.NIF", "ENA_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_D.NIF", "ENA_T_pushing_buttons_D")
# Tactical Talking to other stations
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_H_L.NIF", "EB_T_Talk_to_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G2_L.NIF", "EB_T_Talk_to_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_to_G3_L.NIF", "EB_T_Talk_to_G3_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_H_L.NIF", "EB_T_Talk_fin_H_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G2_L.NIF", "EB_T_Talk_fin_G2_L")
kAM.LoadAnimation ("data/animations/EB_T_Talk_fin_G3_L.NIF", "EB_T_Talk_fin_G3_L")
return
###############################################################################
# UnloadAnimations()
#
# Unload any EnterpriseA bridge specific animations that are common
#
# Args: none
#
# Return: none
###############################################################################
def UnloadAnimations ():
kAM = App.g_kAnimationManager
kAM.FreeAnimation("ENA_Door_L1")
kAM.FreeAnimation("ENA_Door_L2")
# Small animations
# Science Movement
kAM.FreeAnimation("ENA_stand_s_s")
kAM.FreeAnimation("ENA_seated_s_s")
kAM.FreeAnimation("ENA_face_capt_s")
kAM.FreeAnimation("ENA_chair_s_face_capt")
kAM.FreeAnimation("ENA_face_capt_s_reverse")
kAM.FreeAnimation("ENA_chair_s_face_capt_reverse")
kAM.FreeAnimation("EB_chair_S_in")
# Science Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_A.NIF", "ENA_S_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_B.NIF", "ENA_S_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_C.NIF", "ENA_S_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_S_pushing_buttons_D.NIF", "ENA_S_pushing_buttons_D")
# Science Talking to other stations
# Engineer Movement
kAM.FreeAnimation("ENA_stand_e_s")
kAM.FreeAnimation("ENA_seated_e_s")
kAM.FreeAnimation("ENA_face_capt_e")
kAM.FreeAnimation("ENA_chair_e_face_capt")
kAM.FreeAnimation("ENA_face_capt_e_reverse")
kAM.FreeAnimation("ENA_chair_e_face_capt_reverse")
kAM.FreeAnimation("EB_chair_E_in")
# Engineer Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_A.NIF", "ENA_E_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_B.NIF", "ENA_E_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_C.NIF", "ENA_E_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_E_pushing_buttons_D.NIF", "ENA_E_pushing_buttons_D")
# Engineer Talking to other stations
# medium animations
# Helm Movement
kAM.FreeAnimation("ENA_stand_h_m")
kAM.FreeAnimation("ENA_seated_h_m")
kAM.FreeAnimation("ENA_face_capt_h")
kAM.FreeAnimation("ENA_face_capt_h_reverse")
kAM.FreeAnimation("ENA_hit_h")
# Helm Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_A.NIF", "ENA_H_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_B.NIF", "ENA_H_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_C.NIF", "ENA_H_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_H_pushing_buttons_D.NIF", "ENA_H_pushing_buttons_D")
# Helm Talking to other stations
kAM.FreeAnimation("EB_H_Talk_to_C_M")
kAM.FreeAnimation("EB_H_Talk_to_E_M")
kAM.FreeAnimation("EB_H_Talk_to_S_M")
kAM.FreeAnimation("EB_H_Talk_to_T_M")
kAM.FreeAnimation("EB_H_Talk_fin_C_M")
kAM.FreeAnimation("EB_H_Talk_fin_E_M")
kAM.FreeAnimation("EB_H_Talk_fin_S_M")
kAM.FreeAnimation("EB_H_Talk_fin_T_M")
# XO Movement
kAM.FreeAnimation("ENA_seated_c_m")
kAM.FreeAnimation("ENA_seatedm_c_m")
kAM.FreeAnimation("ENA_stand_c_m")
kAM.FreeAnimation("ENA_face_capt_c1")
kAM.FreeAnimation("ENA_face_capt_c")
kAM.FreeAnimation("ENA_face_capt_C_reverse")
kAM.FreeAnimation("ENA_face_capt_c1_reverse")
kAM.FreeAnimation("ENA_hit_c")
kAM.FreeAnimation("ENA_stand_D_M")
kAM.FreeAnimation("ENA_seated_D_M")
# XO Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_A.NIF", "ENA_C_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_B.NIF", "ENA_C_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_C.NIF", "ENA_C_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_C_pushing_buttons_D.NIF", "ENA_C_pushing_buttons_D")
# XO Talking to other stations
kAM.FreeAnimation("EB_C_Talk_E_M")
kAM.FreeAnimation("EB_C_Talk_H_M")
kAM.FreeAnimation("EB_C_Talk_T_M")
kAM.FreeAnimation("EB_C_Talk_S_M")
# Guest Animations
kAM.FreeAnimation("EB_L1toX_M")
kAM.FreeAnimation("EB_seated_X_m")
kAM.FreeAnimation("EB_face_capt_X")
kAM.FreeAnimation("EB_face_capt_X_reverse")
kAM.FreeAnimation("ENA_hit_x")
kAM.FreeAnimation("EB_X_pushing_buttons_A")
kAM.FreeAnimation("EB_X_pushing_buttons_B")
kAM.FreeAnimation("EB_X_pushing_buttons_C")
kAM.FreeAnimation("EB_X_pushing_buttons_D")
kAM.FreeAnimation("EB_X_pushing_buttons_E")
kAM.FreeAnimation("EB_X_pushing_buttons_F")
kAM.FreeAnimation("EB_X_pushing_buttons_G")
#Extra
kAM.FreeAnimation("ENA_L1toG3_S")
kAM.FreeAnimation("ENA_L1toG3_M")
kAM.FreeAnimation("ENA_L1toG3_L")
kAM.FreeAnimation("ENA_L2toG1_S")
kAM.FreeAnimation("ENA_L2toG1_M")
kAM.FreeAnimation("ENA_L2toG1_L")
kAM.FreeAnimation("ENA_L2toG2_S")
kAM.FreeAnimation("ENA_L2toG2_M")
kAM.FreeAnimation("ENA_L2toG2_L")
kAM.FreeAnimation("ENA_G1toL2_S")
kAM.FreeAnimation("ENA_G1toL2_M")
kAM.FreeAnimation("ENA_G1toL2_L")
kAM.FreeAnimation("ENA_G2toL2_S")
kAM.FreeAnimation("ENA_G2toL2_M")
kAM.FreeAnimation("ENA_G2toL2_L")
kAM.FreeAnimation("ENA_G3toL1_S")
kAM.FreeAnimation("ENA_G3toL1_M")
kAM.FreeAnimation("ENA_G3toL1_L")
# Large animations
# Tactical Movement
kAM.FreeAnimation("ENA_stand_t_l")
kAM.FreeAnimation("ENA_seated_t_l")
kAM.FreeAnimation("ENA_seatedm_t_l")
kAM.FreeAnimation("ENA_face_capt_t")
kAM.FreeAnimation("ENA_chair_T_face_capt")
kAM.FreeAnimation("ENA_face_capt_t_reverse")
kAM.FreeAnimation("ENA_chair_T_face_capt_reverse")
kAM.FreeAnimation("ENA_hit_t")
# Tactical Console Slides and Button Pushes
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_A.NIF", "ENA_T_pushing_buttons_A")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_B.NIF", "ENA_T_pushing_buttons_B")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_C.NIF", "ENA_T_pushing_buttons_C")
kAM.LoadAnimation ("data/animations/ENA_T_pushing_buttons_D.NIF", "ENA_T_pushing_buttons_D")
# Tactical Talking to other stations
kAM.FreeAnimation("EB_T_Talk_to_H_L")
kAM.FreeAnimation("EB_T_Talk_to_G2_L")
kAM.FreeAnimation("EB_T_Talk_to_G3_L")
kAM.FreeAnimation("EB_T_Talk_fin_H_L")
kAM.FreeAnimation("EB_T_Talk_fin_G2_L")
kAM.FreeAnimation("EB_T_Talk_fin_G3_L")
return
-
Well, to place the Vievscreen I would try placing the ... .SetTranslate... after this:
# Load the viewscreen and set it up specially with SetViewScreen()
pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")
But no Garanties, as there seems to be no "p.Viewscreen.addToSet" which I would think to be there.
On the Camera, did I understand you right that
def GetBaseCameraPosition():
did adjust the zoom Level? Thats strange!
Anyway As you might guess :) I have no experience in Bridge modding so.... naja.
-
Baz, this is just code, you can invoke any method that you would want to.
Personally, I would simply add the line pViewScreen.SetTranslateXYZ(0,0,0) after:
pViewScreen = App.ViewScreenObject_Create("data/Models/Sets/EnterpriseRefitbridge/EnterpriseRefitbridgeViewScreen.NIF")
pBridgeSet.SetViewScreen(pViewScreen, "viewscreen")It is important that you add the line (somewhere) after the first line mentioned above, since pViewScreen does not exist before that point.
-
OK, I still do not have a screen unless I take heavy fire and the bridge shakes.
Am I right in thinking X= left and right, Y = up and down and Z = forward and back.
I the camera set to X=0 Y=0 and Z=0?
-
Could you elaborate on how you can only see the viewscreen under heavy fire? Do you mean that StaticFX kicks in?
You could try and put in another viewscreen from another set just to make sure you didn't accidently forgot some setting on the model/export for the viewscreen.
Also, a viewscreen must not have anything behind it, otherwise it won't work.
About the XYZ, yeah, sounds right.
You generally set the camera where the captain is going to be (eye height).
-
you may have just hit the nail on the head. There is a bulkhead beind the viewscreen
I will cut it out and re-export tomorrow. Too late tonight
Will let you know how it goes.
-
Ok, The hole has worked and now have my view screen but have lost my textures.
Does anyone know the correct export settings for the SDK Nif plugin for max 3.1? I'm just randomly trying stuff and luck out every now and then, but it does not remeber the last saved settings?
-
You could try your old nif, but place the viewscreen (through SetTranslateXYZ) to some place behind the bulkhead.
-
I have the view screen working after playing with Max3.1 so more.
Also have the camera in the right place.
Just need to figure out which script and line is responcible for the crews x,y,z's
-
In the bridge plugin (that you created to get it in game, found in scripts/Custom/Autoload) you have (or should have) a locations key in the last parameter dictionary.
Then for each key you can add a third value, in which you can put any code acting on a variable named "pCharacter", you can do multiple actions by adding ; after each command (what you normally would do on seperate lines). You can use your trusty SetTranslateXYZ.
But I believe the normal approach is to add points in your model, with names, that you then use in your character files (that you call through ConfigureCharacters in the bridge file (the one in scripts/Bridge)).
-
ok I've manged to swap the nav and helm crew to the right sides. but no matter how extreme I get with the XYZ nothing else moves?
# ENAeraction
pENAFelix.AddRandomAnimation("Bridge.Characters.ENALargeAnimations.ENATConsoleInteraction",App.CharacterClass.SITTING_ONLY, -25, 0)
# So the mission builders can force the call
pENAFelix.AddAnimation("PushingButtons", "Bridge.Characters.ENALargeAnimations.ENATConsoleInteraction")
# Hit animations
#pENAFelix.AddAnimation("ENATacticalHit", "Bridge.Characters.ENALargeAnimations.ENATHit")
#pENAFelix.AddAnimation("ENATacticalHitHard", "Bridge.Characters.ENALargeAnimations.ENATHitHard")
pENAFelix.AddAnimation("ENATacticalReactLeft", "Bridge.Characters.CommonAnimations.ReactLeft")
pENAFelix.AddAnimation("ENATacticalReactRight", "Bridge.Characters.CommonAnimations.ReactRight")
# Add common animations.
AddCommonAnimations(pENAFelix)
pENAFelix.SetLocation("Chair nav")
pENAFelix.SetStanding(0)
# pENAFelix.AddPositionZoom("Chair nav", 1.0, "Tactical")
pENAFelix.AddPositionZoom("Chair nav", 1.0)
# pENAFelix.SetLookAtAdj(0, 0, 10)
# kDebugObj.Print("Finished configuring Felix")
The navigators chair in the nif is called chair nav.
-
Put an # infront of the SetLocation part, that might help.
-
I've been playing with this for over an hour with no joy.
Is there a script somewhere that defines the Tactical, Helm, XO positions for a bridge?
-
have you tried combing thru BCU's old Bridge forum?
http://bridgecommander.3dactionplanet.gamespy.com/phpBB/viewforum.php?f=37
there may or may not info helpful...
as far as station definitions, arent they directly set up in the bridge nif itself? (not sure, personally tho)
-
There are (as I believe said before) several places where this could be defined.
The bridge model (through SetLocation on the character), the animation, SetTranslateXYZ, just to name a few, animations/SetLocation will fix the character to a spot.
-
Ok thanks I've looked at the link and will play with it tonight.
-
Ok still not having much luck with moving the stock crew about.
In the mean time (since I can only work on the scripts at home) I have started to rebuild several parts of the bridge.
The seats will all be in the same positions so the new mesh will work with the current Nifs scripts when done.
-
Ok some questions I hope may solve some of my problems.
The Link Mleo posted did point me in the right direction. In one thread it looks as if someone managed to do what I'm after but there is steps missing.
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m', 'pCharacter.SetAngleAxisRotation(a,x,y,z);pCharacter.SetTranslateXYZ(-9.5,0.5,0.5)'],
First off where would I find IntHelm? is it the same as the
oundation.BridgeDef('Enterprise Refit', 'EnterpriseRefitbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
'ENAHelm': [ 'data/animations/ENA_stand_h_m.nif', 'ENA_stand_h_m' ],
I have tried to edit this line with the new code but no effect.
Do I need to add a Dummy to the bridge and link it to Helm chair? If so is ENAHelm the name of the dummy or the chair? I have tried to import the Ent-A bridge into Max but all the names vanish and I can not see any dummys in there.
I feel once this problem is solved the rest should be all downhill (he saids with fingers crossed).
-
ENAHelm is in this case (if memory serves) a location based on an animation.
I'm currently not entirely sure (might be the time of day), but I believe Sean has been seen the last couple of days, you could try PM-ing him.
-
I'm officially killing off my TMP bridge project since there is too little information regarding the in-game setup.
I have asked for advise but little is forth comming. It is a shame as it so close to being finished in game.
Please don't take this as a rant, it is not. I have spent 5 hours on it yesterday trying to move the crew (adding dummy's and script changes) but I got no where.
Thank you to those that have helped, and good luck to those of you who are still working on bridges.
I'll stick to ships for now.
-
Back at BCC after time abroad. Hope I may have helped Baz with crew problem, or at least resurrected hope bridge might complete some day :)
-
I'm having some slight problems with the revamped scripts.
QB loads fine but after about 10 seconds of being on the bridge it crashes to desktop.
I've tried a console report no joy.
It has worked ok for Lurok91, so it must be something I'm missing. Even tried on a fresh install with only KM1 added.
-
Ok problems solved. I needed the Generations Galaxy bridge.
Now it works in game with people sat in the proper seats I will work on revamping the model.
-
Hey Baz as promised I have brand new 100% canon displays with 5 frames animation cycle, still interested ? ;)
-
oh yes send them my way.
I'm not setting a time scale for this one a I am really starting the model frow scratch.
-
Feel I should show you guys Lurok91 hard work.
-
It maybe a little late now...but I feel the chairs could use some work...they don't angle enough going down toward the seat..and the arms should also be angled outward more and have more drastic angles to them..
-
I'm going to rebuild everything, just keep the positions where they currently are.
-
It's good work so far. And as always, I encourage everyone who is involved to keep up the good work. :)
-
Baz, Lurok you guys have done probably what only all of 10 people in all of BC's 8 year history has been able to pull off, get a Bridge ingame. I usually steer clear of the Bridge Modding forums (to avoid getting my hopes up for new bridges) but I have a good feeling this one will see the light of day. Great work guys and keep it up.
-
I was thinking about some textures around the set... would you be able to apply texture to the walls so it wouldn't look bland, Picky did apply beige texture with grain on it and whole set suddenly looked a lot better ;)
-
I was thinking about some textures around the set... would you be able to apply texture to the walls so it wouldn't look bland, Picky did apply beige texture with grain on it and whole set suddenly looked a lot better ;)
Read my mind. :)
-
New communications station.
-
Nice console :) Just thought show bridge with little bit of grain to give idea (1 grain on CS3). Also here's moving crew notes you asked for. Any questions, post here or PM me.
-
cool I'm going to need that tutorial as I had to move the stations to make them more canon.
So far replaced the primary stations, started the rear aux station and replaced the out wall (including turbo lift alcoves) and made a new texture.
-
Awesome, it's so much better now :)
uh I almost forgot about cookie for both of ya ;) for resurecting this bridge
-
Should get folks drooling again :) If need any help, just pm me. In anticipation of eventual bridge been working on a more canon Khan Mutara system map, stripping it down to just Regula moon, Regula Science Station, Reliant and sensor/shield damaging nebula. Looking promising.
-
Won't take much to re-configure for the Reliant too.
Also the way I mapped the outer wall the burn marks from ST3 should not be difficult either.
-
I'd like to secure a place for retexturing this bridge to TMP (more beige and grey colors on displays), TWOK (including damge, flickering and stutering displays) TSFS (damage and different colors on displays) and of course TVH (late TMP blue-green displays, white wall, bright lighting, black floor) what's more you'll need some textures redone before release ;)
-
revamped the chair (the BC stock figure fits better) and textured the aft aux station.
-
I'd like to secure a place for retexturing this bridge to TMP (more beige and grey colors on displays), TWOK (including damge, flickering and stutering displays) TSFS (damage and different colors on displays) and of course TVH (late TMP blue-green displays, white wall, bright lighting, black floor) what's more you'll need some textures redone before release ;)
perhaps a retexture geared to TNG and/or dominion war (or post-dominion war) might be interesting also :)
-
Don't forget this bridge did also double for the Ent-D battle bridge, and the Stargazer in TNG.
I have the intention to do the sole turbolift of the Miranda as well.
-
I'd like to secure a place for retexturing this bridge to TMP (more beige and grey colors on displays), TWOK (including damge, flickering and stutering displays) TSFS (damage and different colors on displays) and of course TVH (late TMP blue-green displays, white wall, bright lighting, black floor) what's more you'll need some textures redone before release ;)
perhaps a retexture geared to TNG and/or dominion war (or post-dominion war) might be interesting also :)
You ask and you get ;) I'll add it the list of (most likely) possible retextures
-
I was not happy with the chairs so re built them and replace two of the side consoles.
will get to the rest tomorrow
-
The battle Bridge would be cool, and how about some romulan design, this would go nice in green :evil
-
I'm amazed how you have improved this bridge, really great work, yet there is something strange with layout, could you post panoramic view of bridge begining from viewscreen - clock-wise ? (just to make sure it will be 100 % canon) cuz I feel there is one or more station that is missalligned or have wrong proportion.
-
the chairs look better but still not perfect..and IIRC the headrest on the Captain's chair should be higher but not as wide as the others...
-
Here is a quick pan around the bridge
-
Ok I hate to say it but I'm kind of picky at this particular bridge (after diging through every display schematic for revised LCARS for this bridge I've became quite an expert on this matter lol ) so here are some pics that are shouwing areas that have wrong proportions : Internal transporter / Environmental console (right to the viewscreen) consist of 2 4:3 inverted format screens and a keypad between them (below) and it's far too wide, Damage console is almost right tho 2 small 4:3 screen below screen panel should be one under another (like on pic) and keypad should be much wider (that's all for right side) on the left side you have missing torpedo bay console on the side of the Tactical Alcove (red octagon on pic) and some strange octagonal screen on wall before the alcove (black octagons on pic) everything else is great, considering you're going to model additional side consoles for science station ;)
Can these be fixed ??? it won't be big deal if you can't ;)
-
Already started on the torp console, and was going to start transporter / enviroment console next. Not sure what you mean about the damage control station, could you do a brief sketch?
Yes will add the addition side controls to the science station when I change the textrues.
-
lol I already did ;) my is top one, your's bottom
-
ok see what you mean.
here is my ref pics.
-
ok fixed the damage contol station
-
reworked weapons console.
-
Oh man they look so much better now :) have a cookie ;)
-
small update. have applied Bones console and shield texture to the weapons station.
-
III MUUUSSSTTTT HAAAAVVVEEEE IIIITTTTT!!!!!!!!!!!!!!!! :funny
have a cookie:D
-
Engineering and communications consoles finished (using bones animated displays).
-
science and security stations started.
-
internal transporter console total rebuild complete
-
need to add some some touchs like fire extingishers and little controls but I think it is nearly there.
All major panels are animated thanks to bones.
-
remodeled stations looks gorgeous, can't wait to retexture it :D
-
Happy to see that this bridge is proceeding. I don't want to be picky, also if my name is Picky..., but there is a little imprecision which I saw in rebuilding my TWOK bridge (yes, I'm building it from 0, the old version had too errors and not too much has survived from the death of my PC): in the ship system station, there shuold be another panel, as in the enviroment one: we see it on the Enterprise in few seconds and not completely but it is visible on the Reliant: you see it on Trek Core, in the Khan chapter of the HD screenshots, it is the image nuber 9.
Obviousley cookie!
-
hi link did not work can you post a pic?
-
I saw: unfortunally I can't now post a picture, but I added a description of how find the screenshot.
-
I have gone through all the screen caps for khan and spock. The Enterprise is as I have it and the Reliant has 2 extra stations where the Enterprise has the turbolift doors. The security station at the back of the Enterprise is replaced by the Reliants lift doors and the damage control station is also mission from the Reliant all the other Enterprise stations are present on the Reliant.
-
I'm referring to this:
the red arrow indicates the panel, I hope this image can help
-
Looking great baz, way to go! =D
OT: Picky, where'd you get that pic from?! O_O *DOWANT*
-
tge picture is fron Trek Core, there are lots of screenshots from all Movies and I think also episodes
http://www.trekcore.com/
-
I'm referring to this:
the red arrow indicates the panel, I hope this image can help
oh I see easy fix, just add a second screen
-
done, though a dodgy texture
-
lol cuz you still have old damage screens, new ones are far better and 100% movie correct (just look through both packs I sent ya) tho I'm not sure if I covered that additional screen set ...
-
yeah I check the new screen is not covered.
Here are the screen caps that show the panel off, though it is from the reliant
-
I'll see what can be done on these... I wonder why they didn't put that screen on the bridge manual :wtf
-
by no means finished but a little re-shuffle and little repaint and we have a miranda bridge
-
a little reshuffle adn reapin, you could have alot of bridges :P
methinks tng or dominion war era type bridges would be sweet :)
-
would you mind sending me your latest version the next chance you get?
-
a little reshuffle adn reapin, you could have alot of bridges :P
methinks tng or dominion war era type bridges would be sweet :)
And the beauty is Jimmy that all the stations are in the same position as the Enterprise so no scripting changes required.
would you mind sending me your latest version the next chance you get?
Aces sure as soon as it is finished. I'll send it your way.
-
Pardon me, trying to swim in a lake of my own drool...God, I'm in love! :eek
-
hehe imagine that accidently I happened to have Reliant displays with additional side stations as well :P I'll just have to redo them to fit the quality of new ST2 displays set
-
had make a small repair to the two bridges as the weapons console was on hte wrong side of the wall.
-
the work looks awesome and I have to admit now that I have to go home and watch "khan" tonight but the two questions I have are 1) isnt there something on the backs of the chairs? they seem really blank. 2)is it me or is the helm/nav console way too rectangular? I could swear it has some curve to it(when they are talking about the prefix codes kirk and spock are standing in front of it pointing at stuff)
my nitpicking aside the work is awesome and I cant wait to see it all finished.great job guys!!!!!
-
Good work, now the consolles are perfect.
pano27, yes, the front consolle shuold be a little bent, but for personal experience, bending it would deformate the textures and would make difficult the chair's placement, so I think this consolle is already acceptable.
-
1) isnt there something on the backs of the chairs? they seem really blank.
your right there is some detail on the backs of the chairs, it looks like you can see the outline of the hard backing of the chair though the upholstery.
(http://movies.trekcore.com/gallery/albums/twokhd/twokhd0272.jpg)
it's not that big a deal though, I could let that slide, i hadn't even noticed the detail until I went looking for it.
-
I did add the "plank" of wood to the back of the chairs in the original bridge (mostly to hide my bad unwraping skills at the time (see oage 1 for pics)) I have decided to leave the box off this time to save polys but I can alway texture them on instead.
-
My precioussss!
(Watched LOTR for the first time last night :D )
Awesom work Baz.
-
Started to light the set ready for light mapping
-
Does any one know what Mark's postion is on using his animations.
The Bridge uses animations from the Galaxy Generations bridge which from the read me he did.
Until this can be secure the release of this bridge in not definate as I will not use without permission.
I have tried the email address on his profile is this still current?
-
I thought only EF2 crew modifications are forbidden the rest of 3DE stuff is permission/credit only, no restrictions from what I remember, also it's polite to post original readme from what you've used in your mod.
when I recover from drooling I'll give ya cookie, just wait few minutes :D
-
you might want to PM Mark or one of the other 3E people at the Excalibur forum
-
All you'd really need to do is list the Generations Galaxy bridge as a requirement and not include the animations in your package.
-
good point...
-
like your thinking kirk cookie.
After all I have not packaged then into the bridge.
If 3rd era are cool with people using there stuff for a credit then they will have it.
-
Having troble baking the textures.
I follow the instructions to baked texture and it renders one (though it looks a mess).
The problem is can some give clear instructions on how to apply them without screwing the already applied texture?
-
Are you baking the textures in later Max or 3? I'm using 2009 and then exporting via BFF to 3. I got the results I did in Rotarran through trial and error and bit of web research. It can be a bit complicated, involving lots of UWV mapping, and depends on bridge lighting (how much, how accurate, etc) but the Rotarran's a b**** of a bridge to lightmap lol. I think yours might be easier (famous last words). Let me know if you want me to post method here (maybe other bridge modders could use) or PM you. :)
-
I'm using max 9 to light map it.
I have used over 30 omni lights to get it to the level I want it.
Rendered to textureand made a texture.
it is the applying I'm having trouble. I only have 1 free slot left in the matiral editor I assigned the texture to diffuesd using channel 2 and applied it to the model and there everything went south.
The uv is destroyed and the object is covered by the shadow map only.
-
i have some notes scribbled down in a notebook, from a few years ago when Sean and Mark explained the whole lightmapping process to me step by step in Max 9; ill try and find it later... if i do find it, i hope it will make sense to people that know a little more than me about the program lol
-
Jimmy that would be great if you could.
-
This in a nutshell is what I did (can elaborate further if you need):
1) assume start with untextured model: open up material editor (all those lovely gray balls!), click on diffuse, point to bitmap (I use bmps) and you have texture (automatically on channel 1). Then just add to model. If doesn't quite fit (irregular object) that's when need to uvw map. Assume all light and textured from this point on.
2) Baking - open up render to texture. Scroll down and make diffuse map (tga), output to source. I now have rendered tga in place of my original bmp.
3) Lightmap - with my material open in editor and relevant bit of model of selected, open render to texture again. This time, under mapping coordinates, make sure it's 'use automatic unwrap', channel . Under Output, hit add and select either shadowmap or lightmap. Under Selected Common Element settings, make sure target map slot is self-illumation (channel 2). When you hit render, you should end up with a nice lightmap tga in your texture foldeer but which is automatically added to your original diffuse texture material ball but on channel 2 (self-illum).
Re: free slots in material editor, assume you mean no gray balls ? (lol) Anything you've done should be stored in library, so just turn any of your existing material balls you don't want to use back into standard gray. You can recall library maps back up anytime.
-
actually, without seeing the notes right now - that sounds about right... it just has to be done to every texture i think (not sure offhand) - but ill try and find the notes later on :)
-
OK here I have no lights just light maps
-
first export did not go well
-
Something is better than nothing! Aside from the obvious hiccups, it looks like it'll be quite fun to play around with when its done.
-
lol i say release it like that :P
-
Look at the bright side... at least viewscreen is working :P
-
Look at the bright side... at least viewscreen is working :P
Just in time for the ship to have a complete reality failure, right? :P
-
second export went better though the animated textures are not showing. The are set up as ILF's
Any ideas.
Note I know the crew placement is off that I will fix after the model is right
-
Hi Baz. I followed Amaral's ilf instructions and got anim lcars to work. I used the second method (made my lcar sequence and ilf text doc) then in material editor called up original LCAR texture, clicked on the original ch 1 diffuse map, then changed the bitmap tga to the ilf document. Then scrolled down to the Time button and changed timings as per Amaral's instructions, and re-xported model. Hope that helps. :)
-
Think I have figures out the problem will have try later as I have to go out.
Just checked the texture size, thay are not BC standard so will have to do a little edit and re-export to see if I'm right.
It sould work as it is that same way the Enterprise's bussards were done.
-
I was right the map sizes were wrong, all editied to work.
The only problem is they are all cycling way to quick.
-
Sweeeeeeeeeeeeeeeeeet !!!!!!!!!!!!! cookieeeee !!!!!!!!!!!!!!!
-
animation problems solved. the settings from max 9 did not export to max 3
-
What does this bridge look like with different alert levels (red and yellow)?
Also, does it have the appropiate sound effects for green, yellow and red alert?
Looks great by the way Baz. :woot:
-
The bridge is using the Enterprise-A bridge scripts so acts the same way mostly.
There is no change in yellow or red alerts though there is a red flashes for the latter.
There is still a lot to do before it is anywhere near ready for release.
Though I can safely say this bridge will be released in the for seeable future.
-
Just don't break your computer in the meantime, Baz. :P
-
Just don't break your computer in the meantime, Baz. :P
Dude, don't jynx him :nono:
-
Just don't break your computer in the meantime, Baz. :P
don't even say that loud :smack:
-
Well just to reassure you first off the PC is not that old
second I know what I'm doing and then how to fix it when I don't
Third I always back up to my mem stick and my laptop.
So rest assured should something break I will be ok. :hithead:
-
Hey Baz1701, I've made some experience with Audacity. Would you like to have the alert klaxtons from TMP (Original and Director's Edition) and TWOK?
I can record and edit them for you if I don't forget it. (yeah, my memory is weak on some points)
-
Audacity is an awesome program :) :thumbsup:
if Baz doesnt need them, why not go ahead and make up an alert package anyway for BCFiles? :)
-
Dalek had already put me onto that program. It is what I used to create the Narada and JJfleet sounds.
As for creating custom sounds for the TWOK bridge then I can not see why not, though I'm stiull getting my head around the scripts.
I have Brex and Felix moved to fit into their seats and will work on the rest as time permits.
-
This looks great! We've been needing a new bridge.