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BC Forums => BC Bridge Modding => Topic started by: hjenterprises on May 02, 2009, 10:28:04 AM

Title: Can't make BPCore work on one bridge
Post by: hjenterprises on May 02, 2009, 10:28:04 AM
I had made a seperate Bridge for the BPCore Ebridge that I retextured but the redalert doesn't come
on the side panels, I don't think the BPCore is working on this bridge of mine, how to I make it?
Title: Re: Can't make BPCore work on one bridge
Post by: MLeo on May 02, 2009, 11:24:10 AM
Could you attach the script?

Also, if the maps are animated outside of BPCore, then you can't swap maps with them.
Title: Re: Can't make BPCore work on one bridge
Post by: hjenterprises on May 03, 2009, 02:24:25 AM
Oh and I am alittle confused about when you say "swap maps"?
Title: Re: Can't make BPCore work on one bridge
Post by: JimmyB76 on May 03, 2009, 09:27:13 AM
could you please upload the plugin you made for your new bridge in scripts/custom/autoload?
(and it is better to upload the actual script instead of copy/pasting the contents :) )
the red alert side panels (and others) for the Sovereign bridge are called in the Sovereign Bridge Advanced plugin, so your new plugin should have something similar...
Title: Re: Can't make BPCore work on one bridge
Post by: hjenterprises on May 03, 2009, 11:50:00 PM
here is my script, I should have got it right this time. FYI I did change the name of this script in my game instead Sovereign Bridge Advanced its SovereignR Bridge Advanced. I also notice that if I bring up the bridge.nif from my sovereginRBridge file in nifskope it doesnt load my textures it load the ebrdige ones, could this have something to do with it? Could the .nif need renaming?
Title: Re: Can't make BPCore work on one bridge
Post by: hjenterprises on May 04, 2009, 11:40:22 AM
Here are 3 Screenshots to help maybe.
Title: Re: Can't make BPCore work on one bridge
Post by: MLeo on May 04, 2009, 03:00:32 PM
If I remember correctly, the extra model ensured a couple of overlays, including the back lcars wall, so make sure you override the right textures (so not the stock ones).
Title: Re: Can't make BPCore work on one bridge
Post by: hjenterprises on May 05, 2009, 07:27:43 AM
Couldn't it be script prob because it just don't call up redalertpanelon.tga when I go into red alert.
it just keeps the redalertpanel.tga there.
Title: Re: Can't make BPCore work on one bridge
Post by: MLeo on May 05, 2009, 05:24:59 PM
If the others work, then that texture, provided the names are correct and the map can actually be swapped (if it's animated via a nif then you can't swap it).

There is absolutely no exceptions with regard to names in the texture swapping code.
Title: Re: Can't make BPCore work on one bridge
Post by: hjenterprises on May 05, 2009, 10:43:38 PM
This is my SovereignR Bridge Advance script in the Autoload folder does anyone think there is a problem in here that my
be the reason for my problem?

import Foundation
import StaticDefs

Foundation.BridgeDef('Sovereign Refit', 'SovereignRBridge', dict = { 'modes': [ Foundation.MutatorDef.Stock ],
    "ExtraObjects": {"ModelTwo": ["data/Models/Sets/SovereignRBridge/modeltwo/sovereigntwo.NIF", "data/Models/Sets/SovereignRBridge/"]
                   },
    'Maps':{
      'CurrentMaps': {'redalertpanel': "redalertpanel", 'front pillars': "front pillars", 'underlig': "underlig"},
      'GreenMaps':{'redalertpanel': 'data/Models/Sets/SovereignRBridge/High/redalertpanel.tga', 'front pillars': 'data/Models/Sets/SovereignRBridge/modeltwo/front pillars.tga', 'underlig': 'data/Models/Sets/SovereignRBridge/modeltwo/underlig.tga'},
      'YellowMaps':{'redalertpanel': 'data/Models/Sets/SovereignRBridge/High/redalertpanel.tga', 'front pillars': 'data/Models/Sets/SovereignRBridge/modeltwo/front pillars.tga', 'underlig': 'data/Models/Sets/SovereignRBridge/modeltwo/underlig.tga'},
      'RedMaps':{'redalertpanel': 'data/Models/Sets/SovereignRBridge/High/redalertpanelon.tga', 'front pillars': 'data/Models/Sets/SovereignRBridge/modeltwo/front pillarsr.tga', 'underlig': 'data/Models/Sets/SovereignRBridge/modeltwo/underligr.tga'},
      'NormalMaps':{'redalertpanel': 'data/Models/Sets/SovereignRBridge/High/redalertpanel.tga', 'front pillars': 'data/Models/Sets/SovereignRBridge/modeltwo/front pillars.tga', 'underlig': 'data/Models/Sets/SovereignRBridge/modeltwo/underlig.tga'}
      },
    "bridgeSound": {
         "LiftDoor": {"volume": 1.0,"file": "sfx/ebridge/ebdoor.wav", "group": "BridgeGeneric"},
         "AmbBridge": {"volume": 0.1,"file": "sfx/ebridge/ebamb.wav", "group": "BridgeGeneric"},
         "RedAlertSound": {"volume": 1.0,"file": "sfx/ebridge/ebklaxton.wav", "group": "BridgeGeneric"},
         "YellowAlertSound": {"volume": 1.0,"file": "sfx/ebridge/ebyellow.wav", "group": "BridgeGeneric"},
         "GreenAlertSound": {"volume": 1.0,"file": "sfx/ebridge/ebgreen.wav", "group": "BridgeGeneric"},
         "ViewOn": {"volume": 1.0,"file": "sfx/ebridge/ebviewscreenon.wav", "group": "BridgeGeneric"},
         "ViewOff": {"volume": 1.0,"file": "sfx/ebridge/ebviewscreenoff.wav", "group": "BridgeGeneric"}},
    "LoadingScreen": "data/Icons/LoadingScreens/SovereignLoading.tga",
Title: Re: Can't make BPCore work on one bridge
Post by: MLeo on May 06, 2009, 12:17:35 PM
You already included that script in a previous post...

If the others work, then that texture, provided the names are correct and the map can actually be swapped (if it's animated via a nif then you can't swap it).

There is absolutely no exceptions with regard to names in the texture swapping code.