Bridge Commander Central
		BC Forums => BC Bridge Modding => Topic started by: Shino Tenshi on May 30, 2009, 01:18:08 PM
		
			
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				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
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				Cool start!  It fits the TOS era perfectly.
			
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				Cool!  We finally are getting a station op center! :)
			
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				Small update.
 
 -I'll really need some good advice getting this one ingame when done...  :lol:
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				Indeed it does fit that era Nicely, have a coookie
			
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				It looks like it could fit any area...which is nice in a way. :D Good work!
			
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				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. ;)
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				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
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				I don't know...yet!  :P
 
 -Edit: Designing a roof is hard... lol! My first idea:
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				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.
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				That's what I had in mind.
 
 But still. The roof looks kinda boring... =/
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				i like the roof bro, BUT FRACKING HELL that is awsome!
			
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				add some lights or a few more screens... like you see on the side of the TOS Ent Bridge
			
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				they are already there. 
			
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				This is pretty awesome. A starfleet "OPS" similar to the ops of DS9. Guessing the large door leads to the station commanders office?
			
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				yep.
			
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				Redid the roof.
 I think it looks way better that way. ;)
 (the error you see will be fixed.)
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				Nice! I'm guessing this "error" is the wonky-doodle pylons in the roof? :P
			
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				Which pylon do you mean?
 I was actually referring to that:
 
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				Oh right. :) Stupid me.
 
 And what I'm getting at is the pylons in the rood holding up the display thingy.
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				hm, should I remove them?
 Me likez dem... :D
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				hey YopYop, would you mind if I lifted a few ideas (primarily the pool table) for my own bridge-builder set?
			
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				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
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				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.
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				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.
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				Okay, thank you.
 
 -Edit: I actually just got permission from Mark, that will save me a lot of work. :D
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				thats big, well you'd kinda expect that, since it is a station
 
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				Small texture update: 
 :)
 
 -Edit: I'm going for a different style on the big dispalys. What do you think?
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				I dunno why but having the buttons in semi-circles looks odd on some of those panels. 
 
 The displays are good though. :D
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				Uhm.. well. They where in semi-circles in TOS:
 http://screenshots.filesnetwork.com/8/files2/65541_3.jpg
 ;)
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				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.
			
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				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
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				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.
			
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				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.
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				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.
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				Those "TOS Pre-LCARS" are all TMP (the only TOS ones are those I already have...)
			
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				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.
			
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				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.
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				I would've done that from the beginning but I completely suck at designing something like that xD
			
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				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.
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				Oh cool.
 
 Small texture update:
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				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.
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				hm... It seems that it's just the middle step that should be removed. 3 seems too much.
			
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				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.
			
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				Update.
 Textures almost done. (only the video-cube and the "pool-table" are missing.)
 :D
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				Lookin' good! Can't wait to see a TNG version (or someone to mess around with it in such a manner :P).
			
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				Okay, "Pool-table" and video-cube done.  :D
			
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				hmm I still think that "video-cube" needs to be black with a red border....
			
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				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.
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				The table is high enough for a standing person, perspective might be decisive. ;)
 Oh, and wasn't that thing used for navigaton?
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				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.
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				Okay, I will replace it with another screen. ;)
			
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				I like what you did with the table, and the "cube," but I still think the large displays need a major rework.
			
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				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?
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				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 )
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				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 :)
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				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?
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				Gene Roddenberry would be proud of you.
 
 I think that pretty much sums up how much I like this OPS center.  :D
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				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 -.-
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				I fear you specifically need Max 3.1 to export bridges to BC.
			
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				So the newer versions will only work for ships then?
 Hm.. Okay. Anyone knows where to get v3 then?
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				huh from what I heard I was sure the latest version worked for bridges now.
 
 nif converter/nif scope
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				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).
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				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
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				Oh-oohooh - very nice!
			
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				And that's still being modelled in milkshape, lol xD
 
 -Edit: some progress:
 (also added a close-up on that railing)
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				WOW! That looks awesome! :D What class of starship is it for??
			
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				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.
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				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.
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				that's a cool bridge
			
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				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.
			
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				Update:
 :D
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				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.
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				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 ;) )
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				Just one question.
 
 How is the CO supposed to see around the officer and the station that is directly in front of their chair?
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				And aren't those stairs going down to presumably the helms console a bit steep?
			
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				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.
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				hmm put a railing at the edge of those steps in the center...  
			
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				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...)
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				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.
			
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				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.)
 
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				I like that idea. It sort of echos the Intrepid bridge. I would have it to one side - not centered, but I like asymmetry :-).
			
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				But I "hate" asymmetry. :D
			
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				Same here.
 
 How about two Intrepid style consoles either side of the one you've illistrated?
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				Aww, whats wrong with Assymetry? mix it up a little :-P
			
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				Here's what I have:
 (not sure about that frame around the console, though.)
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				I like it. Good railing. You've got some great modelling skills.
			
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				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. :]
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				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.
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				I see that tactical is still missing a chair, lol.
 
 Aside from that, its looks brilliant.
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				It looks like the front panel needs a "toe-kick." there's no space for the helmsman's legs.
			
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				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... ^^
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				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:
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				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?
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				What happened?
 Nobody interested anymore?  :(
 
 I started the roof:
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				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. ;)
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				Okay, turbolift added.  8)
 
 -Edit: The control-pad might be a tad too high. Will fix that later.
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				looking good there mate. whats the poly count?
			
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				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
			
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				Only following the original design ;)
 
 Polycount: 12.2k without any tweaking, yet.
 
 -Edit: Started the textures.
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				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.)
 - Those head-rests still need to become head-rests and not neck-rests.
- What Dalek pointed out about the turbolift is a good point. If you step out and head right, you'll probably stuble and fall because of the small drop off. Adding and gentle slope from the lift edge, flowing into the floor would work out nicely to solve this issue.
-  The side consoles on the command staff level are just in a plain awkward position. In the event of a sudden stop, the operator is going to fall down a flight of rather steep stairs. Also, they are too low to be operated from the standing position. (They are the same height as the center, sitting position, directly in front of the captain.)
-  The first set of stairs leading down to the command level shouldn't really slope down. I realize it's to match the design of the ramp, but that's really going to mess up one's balance as they ascend/ descend those stairs. (Though the railing does help. ;))
 
 
 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.
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				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 -.-)
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				oooh that looks cool
			
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				Fantastic!
			
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				Thats AWESOME!  :D
 ~Is the captains chair the middle console or did omi give u permission to make it the middle chair (making sense)??
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				middle console. 
 
 -Edit: Progress! :D (chairs not completely done, yet.)
 -Edit 2: Added original for comparison.
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				Now that's hot. ;)
			
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				Update!
 
 To do:
 -finish the roof  (the two blueish textures are "dummies")
 -finish the chairs
 -turbolift
 -displays
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				wow,
 I rarely check the Bridge modding section, But very nice.
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				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...
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				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
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				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
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				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.
			
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				Small update:
 -turbolift walls done
 -plaque added
 -roof dome done
 
 to do:
 -displays
 -finish the roof
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				Started working on the LCARS.
 
 First w.i.p. shot of the very first MSD I've ever created:
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				looks very good, I think you should get a cookie
 
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				Will a Omega class image fit in that MSD though?
 
 Infact, what the heck does an Omega class look like?
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				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:
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				Yeah...its a box with a warp engine on the inside. And those bussard collectors will be a bit useless on the inside. :P
			
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				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
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				I hope thats a fake picture of the ship.
 
 It kinda looks like a rugby ball with warp engines glued to it.
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				Here it is:
			
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				It's a puffer fish? :P
			
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				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.
			
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				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.
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				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)
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				Here it is:
 
 
 *blinks* Why does that look like one of my ships...... lol
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				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. ;)
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				If you do a refit, might as well make the MSD for a BC ship, the Kyoto!
			
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				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!
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				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.
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				Update on the LCARS:  :D
 
 -Edit: Okay, done. (Next up is Mission OPS I)
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				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
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				Thanks :D
 
 -Edit: Mission OPS I done.
 -Edit2: Added a quick render. ;)
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				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.
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				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
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				What do you mean? 
			
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				I know what JB is getting at but it seems fine to me.
			
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				As in this.. red circles
 
 ~Jb
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				Those aren't numbers, those are dots. lol 
			
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				Those aren't numbers, those are dots. lol 
 
 
 Well they should be numbers :P
 
 
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				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:
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				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
			
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				We'll see. ;)
			
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				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
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				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).
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				Update on the tactical controls:
 (Those are a pain in the a$$ to do.... I think I'll need bones' help for the big displays on the left and right of the bridge =/ )
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				Update on the tactical controls:
 (Those are a pain in the a$$ 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 ???
 
 
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				Those:
 (kind of like on the Sovereign)
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				yup these I meant :D so what do you want to put there ?
			
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				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. :] ]
			
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				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 
			
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				I've never had a problem with them. Well, so far anyways. Idk why to be honest.
			
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				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:
			
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				and ammount of coffee I had  :lol:
 
 
 AMEN! now, to stop spamming and wait on Shino... xD
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				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
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				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
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				Sure.
 I'll do that when I'm done with the tactical controls. ;)
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				Well for not being too good at texturing as you claim you did exceptionaly good job on LCARS
 
 
 Ditto. Good work so far. :]
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				Thanks guys :D
 
 Edit: Small update on the tactical-ctrls:
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				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.
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				Arigatougozaimashita.
 Hit me up on MSN.
 
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				EPIC BRIDGES.
 :assimilate
 cookie time!
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				What was that about not reviving old threads? 
			
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				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