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BC Forums => BC Bridge Modding => Topic started by: Shino Tenshi on May 30, 2009, 01:18:08 PM

Title: Shino's bridge works
Post by: Shino Tenshi on May 30, 2009, 01:18:08 PM
While doing the TOS-Stations I felt that we are missing something in BC... A Station Ops.

This is my first take on bridge modelling, so don't be too harsh!  :P
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Phaser on May 30, 2009, 02:26:29 PM
Cool start!  It fits the TOS era perfectly.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: FarShot on May 30, 2009, 02:29:06 PM
Cool!  We finally are getting a station op center! :)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 30, 2009, 02:39:54 PM
Small update.

-I'll really need some good advice getting this one ingame when done...  :lol:
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: tiqhud on May 30, 2009, 04:36:48 PM
Indeed it does fit that era Nicely, have a coookie
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on May 30, 2009, 04:41:11 PM
It looks like it could fit any area...which is nice in a way. :D Good work!
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 30, 2009, 04:46:35 PM
maybe I'll do 3 texture sets. (TOS/TMP/TNG)  :D

Edit: It was a tad too spacious down there so... have some extra stations, lol.  :P
Edit2: Added some kind of "First-Person" shot. ;)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Jb06 on May 30, 2009, 05:53:56 PM
Small update.

-I'll really need some good advice getting this one ingame when done...  :lol:

Well if you don't know how to lightmap, there's your first problem. then there's animation...

~Jb06
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 30, 2009, 06:35:49 PM
I don't know...yet!  :P

-Edit: Designing a roof is hard... lol! My first idea:
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Nebula on May 31, 2009, 09:26:30 AM
hmm that overhanging object should have 4 screens on it... 1 square on each side...

also would be neat if that and the beams leading to it were red in texture later on.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 31, 2009, 10:47:37 AM
That's what I had in mind.

But still. The roof looks kinda boring... =/
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Phoenix Bondi on May 31, 2009, 10:48:13 AM
i like the roof bro, BUT FRACKING HELL that is awsome!
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Nebula on May 31, 2009, 10:51:50 AM
add some lights or a few more screens... like you see on the side of the TOS Ent Bridge
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 31, 2009, 11:40:57 AM
they are already there.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Darkthunder on May 31, 2009, 06:14:39 PM
This is pretty awesome. A starfleet "OPS" similar to the ops of DS9. Guessing the large door leads to the station commanders office?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on May 31, 2009, 07:37:22 PM
yep.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 07, 2009, 11:22:13 AM
Redid the roof.
I think it looks way better that way. ;)
(the error you see will be fixed.)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on June 07, 2009, 11:24:42 AM
Nice! I'm guessing this "error" is the wonky-doodle pylons in the roof? :P
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 07, 2009, 11:27:44 AM
Which pylon do you mean?
I was actually referring to that:
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on June 07, 2009, 11:35:31 AM
Oh right. :) Stupid me.

And what I'm getting at is the pylons in the rood holding up the display thingy.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 07, 2009, 11:44:40 AM
hm, should I remove them?
Me likez dem... :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Furyofaseraph on June 07, 2009, 11:46:13 AM
hey YopYop, would you mind if I lifted a few ideas (primarily the pool table) for my own bridge-builder set?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 07, 2009, 11:54:15 AM
sure, why not ^^

Well, after fixing a few errors I think the mesh itself is ready.
Now, because that thing will have to be lightmapped later i need to give every face it's own place on the texture, so the LMs won't conflict with each other right? ... That will result in lots of small textures, lol
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 09, 2009, 11:38:15 AM
And so my question remains unanswered...  :?
 :D

Well, here's a first shot of the texturing progress:
(I am using 3rd era's TOS-bridge textures for mapping and reference, if I'll get permission I might keep them but for now they are only reference material. ;) )

Edit: I'll also change the position of the stools on the upper level.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: MLeo on June 09, 2009, 11:54:41 AM
We don't get e-mail updates for edits...

Generally speaking every material will have to have a lightmap on the second channel of said material.
And you can apply a material on any polygon/triangle you want.

Also ask Baz, I believe he recently managed such a thing.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 10, 2009, 10:50:17 AM
Okay, thank you.

-Edit: I actually just got permission from Mark, that will save me a lot of work. :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: tiqhud on June 10, 2009, 11:42:05 AM
thats big, well you'd kinda expect that, since it is a station
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 10, 2009, 02:48:22 PM
Small texture update:
 :)

-Edit: I'm going for a different style on the big dispalys. What do you think?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on June 10, 2009, 02:52:32 PM
I dunno why but having the buttons in semi-circles looks odd on some of those panels.

The displays are good though. :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 10, 2009, 03:11:36 PM
Uhm.. well. They where in semi-circles in TOS:
http://screenshots.filesnetwork.com/8/files2/65541_3.jpg
;)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on June 10, 2009, 03:17:47 PM
Shouldn't the buttons be bigger then? They seem kinda swamped by the amount of black plastic around it. If ya get what I mean.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 10, 2009, 05:44:42 PM
If I compare them to the seats I don't think they should be any bigger.
And even on the original bridge there's a lot of wasted space ;)

-Edit: Update. Consoles and displays are done. (Just ignore the unmapped spots)  :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Kirk on June 11, 2009, 12:08:54 AM
I'm really not liking the big displays. They just look copy and pasted. Go for something original instead. I would think that things trivial on ships would need to be monitored closely on starbases. For example, you could have one display monitoring the status of all of the bases' turbolifts, another monitoring water/waste reclamation facilities, etc. Also, you could have a large weapons/ defense MSD, showing crew status (condtion: red, yellow, etc.) Remember, these are static displays that the crew would need to be able to easily read from a sitting position. They should be large, clear, and functional.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 10:08:52 AM
Hm...
Well we never had something like that on TOS.
The displays and monitors never made any sense during that era...

I could do that if I'm going to do a TNG / TMP texture set, but for TOS, this just wouldn't fit imho...

-Edit: Added a poll.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Furyofaseraph on June 11, 2009, 10:42:41 AM
I would go with a TOS style, but make it make sense >.<

http://www.lcars.org.uk/lcarstemplate.htm?Page=lcars.htm has a couple of TOS Pre-LCARS.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 11:02:08 AM
Those "TOS Pre-LCARS" are all TMP (the only TOS ones are those I already have...)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: tiqhud on June 11, 2009, 11:07:09 AM
But hey those are TOS era stations you've done Right? then stick with tos, when you do TMP then do TMP, when you do TNG then do TNG, but always remember it is YOUR mod fix it your way, use all the suggestions, but you You will have to make the final decision.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Furyofaseraph on June 11, 2009, 11:17:44 AM
Those "TOS Pre-LCARS" are all TMP (the only TOS ones are those I already have...)

I was refering to the TOS ones, not the TMP - meaning the ones you already have. Just use those as a style/color guide, but make your own in such a way that would make sense.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 11:36:57 AM
I would've done that from the beginning but I completely suck at designing something like that xD
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Kirk on June 11, 2009, 11:46:42 AM
The displays and monitors never made any sense during that era...
Not true, most had a point and purpose, however, the recording technology of the time didn't allow for a lot of detail to be recorded.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 11:55:29 AM
Oh cool.

Small texture update:
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Furyofaseraph on June 11, 2009, 12:23:53 PM
hey yopyop,

your stairs seem a little steep. It looks like a person would trip when they try to move there foot from the 1st to 2nd or 2nd to 3rd step.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 12:43:38 PM
hm... It seems that it's just the middle step that should be removed. 3 seems too much.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Furyofaseraph on June 11, 2009, 12:51:38 PM
Yeah, I use two steps myself. The bottom of the pit is at -0.6 meters, step one is -0.4 meters, step 2 is at -0.2 meters, and then the main floor is at 0.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 03:24:06 PM
Update.
Textures almost done. (only the video-cube and the "pool-table" are missing.)
 :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Dalek on June 11, 2009, 03:35:15 PM
Lookin' good! Can't wait to see a TNG version (or someone to mess around with it in such a manner :P).
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 05:25:30 PM
Okay, "Pool-table" and video-cube done.  :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Nebula on June 11, 2009, 05:31:00 PM
hmm I still think that "video-cube" needs to be black with a red border....
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Darkthunder on June 11, 2009, 05:36:07 PM
I could be mistaken... but since there are no chairs around that pooltable area, would it not be prudent to have the table somewhat higher to be more appropriate for people at standing level?

Also, on the pooltable you have what looks like that "chronometer" area from the TOS Connie bridge. Looks quite a bit out of place when it's in the middle of the entire console, instead of being part of a specialized area for it.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 05:53:22 PM
The table is high enough for a standing person, perspective might be decisive. ;)
Oh, and wasn't that thing used for navigaton?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Billz on June 11, 2009, 06:04:11 PM
The table is high enough for a standing person, perspective might be decisive. ;)
Oh, and wasn't that thing used for navigaton?

That was probably the original idea of it. But since it was hardly ever used, its tough to say what its true function was.

Might be better to replace it with something that measures enviromental levels. Its a starbase OPS room so its bound to have an enviromental readout for the living quarters and general areas of the starbase somewhere  :D.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 11, 2009, 06:36:21 PM
Okay, I will replace it with another screen. ;)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Kirk on June 11, 2009, 11:17:06 PM
I like what you did with the table, and the "cube," but I still think the large displays need a major rework.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 12, 2009, 02:47:28 AM
I might atleast replace some of the space-objects shown in those displays with some actual information, like on the table.

-Edit: Okay, I changed the table. What do you think?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 13, 2009, 02:08:26 PM
Okay, hm.. Textures are done.
What's next? Lightmapping right?
Meh.. I'll go get max and try it xD

-Edit: Okay, here's another quick render for you. (the first one I did in max, yay :P )
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: captain_obvious on June 13, 2009, 02:14:08 PM
A tad niff naff triv perhaps, but the text saying "incoming transmission" seems out of place. All the other text is in the old '60s style font where as that one screen looks '80s amiga-ish.
And what about the screen that says "stand by"? I assume that would be some kind of library computer interface. Perhaps it would be better to have it say "standing by" or "ready for query" or something? At the moment it's almost as if it's an autocue for the commander! :D

Grand work so far mind you :)
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 13, 2009, 07:54:35 PM
I get you about the library, but I don't get what you mean with the "amigaish style".. it's the same font as on th other screens.

-Edit: What do you think of my first attempt at lighting her up?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Billz on June 13, 2009, 08:04:44 PM
Gene Roddenberry would be proud of you.

I think that pretty much sums up how much I like this OPS center.  :D
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 13, 2009, 10:06:26 PM
Thanks!  :D

-Edit: Okay, I got her ingame and the textures and teh mesh are working. But the lightmaps are not.
Do I have to link them to mesh or something before exporting?
(btw.: I made the lightmaps in 3dsmax but exported tzhe model with Milkshape.)  Any help would be appreciated.  :lol:

-Edit 2: Ah, silly me. I know it now. But now I have another Problem: Is there a *.nif exporter for 3dsmax? Well of course there should be one, but where do I get it?

-Edit 3: Yeah great. -.-'' I found one for 3dsmax 9 and below.... but I have 11 -.-
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: MLeo on June 14, 2009, 07:28:04 AM
I fear you specifically need Max 3.1 to export bridges to BC.
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 14, 2009, 08:25:04 AM
So the newer versions will only work for ships then?
Hm.. Okay. Anyone knows where to get v3 then?
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Nebula on June 14, 2009, 10:18:59 AM
huh from what I heard I was sure the latest version worked for bridges now.

nif converter/nif scope
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: MLeo on June 14, 2009, 10:40:25 AM
huh from what I heard I was sure the latest version worked for bridges now.

nif converter/nif scope
Baz recently managed to export and he had to use Max3 (didn't manage it otherwise).
Title: Re: TOS-Starbase Ops -W.I.P-
Post by: Shino Tenshi on June 17, 2009, 11:53:12 AM
Until I get a copy of max3 or find another way to export it properly I started another bridge:

I found the schematic (http://omi-key.deviantart.com/art/omega-bridge-3d-10422366) on DA, done by omi-key, so obviously all credit for designing this goes to him. ;)

here's also a first render:
 :D
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 17, 2009, 01:26:40 PM
Oh-oohooh - very nice!
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 17, 2009, 03:41:49 PM
And that's still being modelled in milkshape, lol xD

-Edit: some progress:
(also added a close-up on that railing)
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: kitkat27 on June 17, 2009, 07:16:56 PM
WOW! That looks awesome! :D What class of starship is it for??
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Bren on June 17, 2009, 10:44:59 PM
I can confirm that NifSkope does work for bridges. I did what I did here (http://bc-central.net/forums/index.php/topic,5317.msg113948.html#msg113948) using it.

I think it has to do with the tree structure. Try loading an existing bridge into nifskope, then deleting all the models, and pasting your own models into the same layer of the hierarchy, then saving them as a new file. It should work. I'll be doing more tests tomorrow.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 20, 2009, 10:35:59 AM
It just didn't load the textures somehow...


Well, another upate on the Omega:
(I got permission to redesign the center-console. That's what I came up with.)

-Edit: Another (small) update.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Nebula on June 20, 2009, 10:53:37 AM
that's a cool bridge
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 20, 2009, 01:20:16 PM
The stairs that lead down to the helm pit look a bit uncomfortable. I wouldn't want to get to close to the centerline when walking on them.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 20, 2009, 01:27:34 PM
Update:
 :D
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Bren on June 21, 2009, 12:06:50 AM
You might need to reassign the textures before saving for the game, but they ought to keep their mappings.

NifSkope looks for textures in the same folder as the nif file. if you want to use a High folder, you'll have to reassign each texture's file location. At least, that seems to be the way with me. Nevertheless, I learned anything I know about Nifskope from poking around and experimenting.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 21, 2009, 08:06:31 AM
The raw-mesh is now almost complete (some changes to be done here and there).
(At first I noticed the height of the doors and wanted to scale em down.. but the wall itself is too high ;) )
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: mckinneyc on June 21, 2009, 09:06:04 AM
Just one question.

How is the CO supposed to see around the officer and the station that is directly in front of their chair?
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Dalek on June 21, 2009, 09:22:11 AM
And aren't those stairs going down to presumably the helms console a bit steep?
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 21, 2009, 03:32:09 PM
And aren't those stairs going down to presumably the helms console a bit steep?

I don't think they are too steep on the outside, but as you move closer to the center of the bridge the run of the steps seems uncomfortable.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Nebula on June 21, 2009, 03:36:09 PM
hmm put a railing at the edge of those steps in the center... 
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 22, 2009, 09:05:25 AM
I'm just followng omi's design. ;)

How is the CO supposed to see around the officer and the station that is directly in front of their chair?

It seems I'll have to redesign the center again, as omi told me that this center console is actuall the captain's chair... Now I'm confused... If the CO sits there... who's sitting in the back? oO
I'll have to talk to omi about that.

-Edit: Okay, he told me that the bridge is supposed to be manned like that:
(He also said that "the CO is not supposed to control the ship on his own" so that's why my console will be gone. I'm thinking about one (or two?) small ones, like the XO had on a sovereign bridge...)
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 22, 2009, 09:21:28 AM
I know its his design, but I don't think it makes much sense, aesthetically, that layout. Having the CO seperated from guests would make things uncomfortable. Imagine, you're an admiral who is aboard during a mission, you'd have to have the CO turn around to talk to you - taking his eyes off crucial data. I would say pull out the current CO seat and make the center guest seat the CO seat. Putting up railings behind the helm-pit would give the CO a good thing to lean on if he stood up - nice authoritative pose to anyone on the viewscreen.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 22, 2009, 09:30:16 AM
I have an idea abou that:
(so when he stands there he can control.. uhm for example the audio output, or mute the viewscreen etc.)
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 22, 2009, 10:22:08 AM
I like that idea. It sort of echos the Intrepid bridge. I would have it to one side - not centered, but I like asymmetry :-).
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 22, 2009, 11:11:06 AM
But I "hate" asymmetry. :D
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: mckinneyc on June 22, 2009, 11:32:55 AM
Same here.

How about two Intrepid style consoles either side of the one you've illistrated?
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 22, 2009, 11:34:19 AM
Aww, whats wrong with Assymetry? mix it up a little :-P
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 22, 2009, 11:45:04 AM
Here's what I have:
(not sure about that frame around the console, though.)
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 22, 2009, 02:35:57 PM
I like it. Good railing. You've got some great modelling skills.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Aeries on June 22, 2009, 06:47:27 PM
GEEZE, YOPYOP! You're GOOD!  :shock:

I'm gonna have to go redesign the Mithra bridge to come up to your standards! Lol. Very nice work, man!

Edit: Hey Yopyop, could you throw up some wireframe renders when you have time? There's a few things I'm curious of. :]
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Darkthunder on June 22, 2009, 06:52:42 PM
I like the look of this bridge design. Sort-of like the Intrepid Class but with clear inspiration from for example the Galaxy Class (3 command chairs).

I think the forward console may need to be lowered a little bit. In the "omega7-rail-2.jpg" image, it looks a little too high for whoever is sitting in the chair.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Billz on June 22, 2009, 07:44:19 PM
I see that tactical is still missing a chair, lol.

Aside from that, its looks brilliant.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Furyofaseraph on June 22, 2009, 07:45:14 PM
It looks like the front panel needs a "toe-kick." there's no space for the helmsman's legs.
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 23, 2009, 11:19:33 AM
I sent omi our ideas, let's see what he has to say. ;)

-I will try to throw up some wires, but don't expect anything grea, as this is still being modelled in Milkshape... ^^
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 24, 2009, 07:54:19 AM
No answer from omi yet.
But I think I can atleast save the railing idea for a refit-version of the bridge. ^^

Here are some (crappy) wires and a render of what it looks like at the moment:
Title: Re: yopyop's bridge works -W.I.P.- (Omega bridge started 06/17/09)
Post by: Shino Tenshi on June 30, 2009, 05:27:45 AM
Sry for not updating... I'm not that motivated at the moment :P

Atleast I added the "toe-kick" :D

-Edit: Verbal update and problem about the OPS center: I now have max v3.1, but I can't install it as I have a 64Bit OS -.-
Any ideas?
Title: Re: yopyop's bridge works
Post by: Shino Tenshi on July 02, 2009, 11:23:28 AM
What happened?
Nobody interested anymore?  :(

I started the roof:
Title: Re: yopyop's bridge works
Post by: Kirk on July 02, 2009, 11:35:04 AM
I'm still interested. :)

Those headrests on the chairs look super painful. They're right at the neck line, so they'll be digging into your neck the whole time. A good design for a klingon ship, but I think humans will have a hard time with that. ;)
Title: Re: yopyop's bridge works
Post by: Shino Tenshi on July 03, 2009, 10:59:32 AM
Okay, turbolift added.  8)

-Edit: The control-pad might be a tad too high. Will fix that later.
Title: Re: yopyop's bridge works
Post by: Sean on July 03, 2009, 01:13:43 PM
looking good there mate. whats the poly count?
Title: Re: yopyop's bridge works
Post by: Dalek on July 03, 2009, 01:20:58 PM
My only concern is the ledge between the floor of the bridge and the floor of the turbolift. Thats a health n safety 'azard. :P
Title: Re: yopyop's bridge works
Post by: Shino Tenshi on July 03, 2009, 04:34:59 PM
Only following the original design ;)

Polycount: 12.2k without any tweaking, yet.

-Edit: Started the textures.
Title: Re: yopyop's bridge works
Post by: Kirk on July 03, 2009, 05:35:27 PM
There are quite a few design flaws that I see with this bridge. (Not an attack on you, just something that just makes it look unbelievable.)


Keep in mind, I like the overall design, but my mind can't help but pick up on things that just wouldn't sit well with me if I were there.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 03, 2009, 06:32:46 PM
I may change that turbolift issue and I will change the height of those consoles.
But the rest won't change... Omi is kinda special when it comes to altering his design. =/

-Edit: I heightened the consoles and the back-rests (those neck-rests should now actually be head-rests).
I also started texturing the floor:
(ignore the unmapped spots -.-)
Title: Re: Shino's bridge works
Post by: Nebula on July 03, 2009, 06:36:52 PM
oooh that looks cool
Title: Re: Shino's bridge works
Post by: CJLarkin on July 03, 2009, 06:39:56 PM
Fantastic!
Title: Re: Shino's bridge works
Post by: kitkat27 on July 03, 2009, 06:47:03 PM
Thats AWESOME!  :D
~Is the captains chair the middle console or did omi give u permission to make it the middle chair (making sense)??
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 04, 2009, 09:24:39 AM
middle console.

-Edit: Progress! :D (chairs not completely done, yet.)
-Edit 2: Added original for comparison.
Title: Re: Shino's bridge works
Post by: Aeries on July 04, 2009, 03:08:44 PM
Now that's hot. ;)
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 05, 2009, 12:15:07 PM
Update!

To do:
-finish the roof  (the two blueish textures are "dummies")
-finish the chairs
-turbolift
-displays
Title: Re: Shino's bridge works
Post by: lint on July 05, 2009, 01:09:43 PM
wow,
I rarely check the Bridge modding section, But very nice.
Title: Re: Shino's bridge works
Post by: JimmyB76 on July 05, 2009, 02:07:03 PM
my only thought is that whoever is sitting in that middle console will completely block the captain's view of the viewscreen...
i dunno, to me that station is in the way, IMO i think the bridge would be better off without it right there...
Title: Re: Shino's bridge works
Post by: Aeries on July 05, 2009, 02:46:13 PM
my only thought is that whoever is sitting in that middle console will completely block the captain's view of the viewscreen...

Actually, hun, it was stated earlier that that's where the captain, himself, sits. :P
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 05, 2009, 04:03:39 PM
Yep, taht's the CO's seat. :)

Update.

To do:
-displays
-finish the roof (center-sphere [window] done but that dark-blue on the outer rim still bothers me...)
-maybe add some kind of "pattern" to the turbolift's walls
Title: Re: Shino's bridge works
Post by: Billz on July 05, 2009, 04:16:36 PM
I'm not sure about those consoles on either side of the captains chair. It looks like it would be very awkward standing at those consoles if you leave them inverted towards the captains chair like that. Otherwise, very cool.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 06, 2009, 11:10:52 AM
Small update:
-turbolift walls done
-plaque added
-roof dome done


to do:
-displays
-finish the roof
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 08, 2009, 12:31:17 PM
Started working on the LCARS.

First w.i.p. shot of the very first MSD I've ever created:
Title: Re: Shino's bridge works
Post by: tiqhud on July 08, 2009, 01:53:13 PM
looks very good, I think you should get a cookie
Title: Re: Shino's bridge works
Post by: Billz on July 08, 2009, 02:25:50 PM
Will a Omega class image fit in that MSD though?

Infact, what the heck does an Omega class look like?
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 08, 2009, 04:56:10 PM
You'll see soon enough :D
I'll tell you this much: She's one hell of a strange ship ;)

-Edit: There you go, another WIP shot:
Title: Re: Shino's bridge works
Post by: Dalek on July 08, 2009, 05:02:35 PM
Yeah...its a box with a warp engine on the inside. And those bussard collectors will be a bit useless on the inside. :P
Title: Re: Shino's bridge works
Post by: Jb06 on July 08, 2009, 05:03:11 PM
You'll see soon enough :D
I'll tell you this much: She's one hell of a strange ship ;)

-Edit: There you go, another WIP shot:

Looks great! All I suggest is put your name across it when posting LCARs... people have a tendency of nicking them ;)

Otherwise awesome ;)

~Jb06
Title: Re: Shino's bridge works
Post by: Billz on July 08, 2009, 05:10:17 PM
I hope thats a fake picture of the ship.

It kinda looks like a rugby ball with warp engines glued to it.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 08, 2009, 05:27:19 PM
Here it is:
Title: Re: Shino's bridge works
Post by: Dalek on July 08, 2009, 05:34:27 PM
It's a puffer fish? :P
Title: Re: Shino's bridge works
Post by: Billz on July 08, 2009, 06:23:52 PM
Actually, it kinda reminds me of the Jupiter 2 (god I wish someone would build that ship for BC) from the 'Lost In Space' movie.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 09, 2009, 11:17:35 AM
Here's a new render for you guys.
(1280x1024 this time  :D )

-The reflexion on the roof-dome is textured, the ones on the displays are rendered and will not be featured on the final textures.
Title: Re: Shino's bridge works
Post by: JimmyB76 on July 09, 2009, 07:29:33 PM
i love the bridge...  
i just have to say i dunno how i feel about that center console...  and the other two standing consoles on the sides in which crew would have their backs turned to the center while standing at their consoles...  (i think Billz brought that point up some posts ago)
Title: Re: Shino's bridge works
Post by: Nebula on July 09, 2009, 07:33:00 PM
Here it is:

*blinks* Why does that look like one of my ships...... lol
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 09, 2009, 08:10:02 PM
i love the bridge...  
i just have to say i dunno how i feel about that center console...  and the other two standing consoles on the sides in which crew would have their backs turned to the center while standing at their consoles...  (i think Billz brought that point up some posts ago)

Maybe I'll get permission to do a refit version, too. I have some ideas. ;)
Title: Re: Shino's bridge works
Post by: Kirk on July 09, 2009, 11:03:36 PM
If you do a refit, might as well make the MSD for a BC ship, the Kyoto!
Title: Re: Shino's bridge works
Post by: Aeries on July 10, 2009, 12:20:04 PM
Haha the ship itself looks cute! Like something my little bro drew me ages ago. I likes lots. :3

That bridge is excellent stuff man, wish I could model a bridge like that. :] Good to see!
Title: Re: Shino's bridge works
Post by: Phaser on July 10, 2009, 10:21:15 PM
wow,
I rarely check the Bridge modding section, But very nice.
You took the words right out of my mouth!
Actually, it kinda reminds me of the Jupiter 2 (god I wish someone would build that ship for BC) from the 'Lost In Space' movie.
Wow.  It does look a lot like the Jupiter 2!
Here it is:

*blinks* Why does that look like one of my ships...... lol
  :funny It does have a similar overall shape as your ship.

I like the ship design!  Very compact and efficient!  And the bridge is very slick.  Though I agree with what Billz said about those consoles.  That's something that's always bothered me about the consoles in Star Trek--most of them are angled towards the user.  Try turning your keyboard to about 30 degree and see how well you can type...It's not ergonomic at all.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 12, 2009, 10:32:41 AM
Update on the LCARS:  :D

-Edit: Okay, done. (Next up is Mission OPS I)
Title: Re: Shino's bridge works
Post by: Jb06 on July 12, 2009, 12:40:42 PM
Update on the LCARS:  :D

-Edit: Okay, done. (Next up is Mission OPS I)

Looking great, keep up the good work. :D

Glad to see you taken my advice ;) Wouldn't like these awesome LCARs to be taken & used without permission :)

~Jb06
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 12, 2009, 02:35:38 PM
Thanks :D

-Edit: Mission OPS I done.
-Edit2: Added a quick render. ;)
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 13, 2009, 03:50:06 PM
sry for double posting.

First W.I.P. of the Controls:

-Edit: Done. So are the ones for the right and left part of the back-wall.
Title: Re: Shino's bridge works
Post by: Jb06 on July 13, 2009, 04:02:48 PM
sry for double posting.

First W.I.P. of the Controls:

-Edit: Done. So are the ones for the right and left part of the back-wall.

Looking good, though it does look ive you've copied & pasted the circular pad off something as number appear to be black outlines :P

~Jb06
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 13, 2009, 04:26:57 PM
What do you mean?
Title: Re: Shino's bridge works
Post by: Dalek on July 13, 2009, 04:29:38 PM
I know what JB is getting at but it seems fine to me.
Title: Re: Shino's bridge works
Post by: Jb06 on July 13, 2009, 04:34:04 PM
As in this.. red circles

~Jb
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 13, 2009, 04:37:04 PM
Those aren't numbers, those are dots. lol
Title: Re: Shino's bridge works
Post by: Jb06 on July 13, 2009, 04:38:12 PM
Those aren't numbers, those are dots. lol

Well they should be numbers :P

Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 13, 2009, 04:45:07 PM
The font was so small it would've looked like dots anyway, that's why I used them.
Should I change it?

Also here are a few renders for you guys:
Title: Re: Shino's bridge works
Post by: Bones on July 13, 2009, 04:45:23 PM
I think it could be compression but I could be wrong ;) other than that it's perfect job, have considered a post Nemesis refit of it ??? cuz this bridge fits to so much ship :D
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 13, 2009, 04:47:11 PM
We'll see. ;)
Title: Re: Shino's bridge works
Post by: Jb06 on July 13, 2009, 04:58:51 PM
The font was so small it would've looked like dots anyway, that's why I used them.
Should I change it?

Also here are a few renders for you guys:

it's entirely up to you ;) looks great either way

~Jb
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 14, 2009, 12:34:44 PM
As you won't really see them ingame I'll stay with the dots :P

Edit: First shot of one part of the tactical controls (the one behind the 3 guest-seats).
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 28, 2009, 05:43:42 PM
Update on the tactical controls:
(Those are a pain in the a$$ to do.... I think I'll need bones' help for the big displays on the left and right of the bridge =/ )
Title: Re: Shino's bridge works
Post by: Bones on July 28, 2009, 06:16:07 PM
Update on the tactical controls:
(Those are a pain in the a$$ to do.... I think I'll need bones' help for the big displays on the left and right of the bridge =/ )
and these would be .... ??? sorry need to look around the bridge to catch up :P
scratch that, I see, you mean those two big LCARS screens on both sides of the bridge, viewscreen ???
 
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 28, 2009, 06:20:35 PM
Those:
(kind of like on the Sovereign)
Title: Re: Shino's bridge works
Post by: Bones on July 28, 2009, 06:24:46 PM
yup these I meant :D so what do you want to put there ?
Title: Re: Shino's bridge works
Post by: Aeries on July 28, 2009, 06:29:24 PM
They're a pain? really? The consoles on the Mithra bridge in that same configuration are the simplest ones I'm doing lol... what kind of troubles are you having with them if I may ask? [not that bones can't answer too, I'm just curious. :] ]
Title: Re: Shino's bridge works
Post by: Bones on July 28, 2009, 06:37:48 PM
you mean those roundy-archy displays are easy to make ? dunno, I always make them straight and then use those funny perspectiv functions :D but that doesn't work for me everytime, sometimes to achieve better effect it's good to draw them like that
Title: Re: Shino's bridge works
Post by: Aeries on July 28, 2009, 06:46:07 PM
I've never had a problem with them. Well, so far anyways. Idk why to be honest.
Title: Re: Shino's bridge works
Post by: Bones on July 28, 2009, 07:37:06 PM
my problem with them is that letters somehow never look right to me but that's just a matter of perspective and ammount of coffee I had  :lol:
Title: Re: Shino's bridge works
Post by: Aeries on July 28, 2009, 07:38:06 PM
and ammount of coffee I had  :lol:

AMEN! now, to stop spamming and wait on Shino... xD
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 29, 2009, 05:48:36 AM
hehe, no.
My problem is that I'm not that great with textures and LCARS are even more challenging (for me). That's why it's hard for me :P

About the displays, I think that some engineering and/or science and some life-support displays would look good there, like I said, kind of like on teh Sovy's bridge. :D
Title: Re: Shino's bridge works
Post by: Bones on July 29, 2009, 09:05:40 AM
Well for not being too good at texturing as you claim you did exceptionaly good job on LCARS

If you need my help just give me some info about font size, colors etc. so they won't look different
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 29, 2009, 11:56:42 AM
Sure.
I'll do that when I'm done with the tactical controls. ;)
Title: Re: Shino's bridge works
Post by: Aeries on July 29, 2009, 05:25:30 PM
Well for not being too good at texturing as you claim you did exceptionaly good job on LCARS

Ditto. Good work so far. :]
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 30, 2009, 11:02:14 AM
Thanks guys :D

Edit: Small update on the tactical-ctrls:
Title: Re: Shino's bridge works
Post by: King Class Scout on July 30, 2009, 12:36:29 PM
whoa...

I just found the LCARS and bridge for my King class (it even looks like what I had in mind for the saucer)!
arigoto, Shino san *bows deeply*
we should talk.
Title: Re: Shino's bridge works
Post by: Shino Tenshi on July 30, 2009, 12:46:11 PM
Arigatougozaimashita.
Hit me up on MSN.
Title: Re: Shino's bridge works
Post by: flarespire on September 27, 2009, 04:42:41 PM
EPIC BRIDGES.
 :assimilate
cookie time!
Title: Re: Shino's bridge works
Post by: Shino Tenshi on September 27, 2009, 04:53:26 PM
What was that about not reviving old threads?
Title: Re: Shino's bridge works
Post by: Bones on September 27, 2009, 06:02:04 PM
EPIC BRIDGES.
 :assimilate
cookie time!
:wtf I thought you have to be above 50 posts to be able to give cookies :wtf oh well but you had proper good intentions so I think it's not a sin ;)

btw. check last post date before posting as it's an unnecessary thread revival... u know people going mad because they think there's gonna be some news on their favs and then boom!!! holy thread revival :funny it's just an unwritten rule