Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: kitkat27 on June 16, 2009, 04:34:29 PM
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Hey im new to BCCentral but am wondering if its possible to port interiors/bridges from star trek elite force 2??? I have played the game for a while and think it would be awesome to have the Poseidon-B bridge in the game! YouTube - USS Poseidon B Trailer Star Trek for EF1 Online and RPG-X
~here is a link to the youtube video of the Poseidon-B Mod. The bridge is on 0:47- 0:54
The bridge is really cool and i think it would work well for a lot of ships! If its possible to port i would love to try to port it, however, i am very inexperienced. It would be awesome if someone would be willing to help/texture it. I have no idea how to make the bots move/put them in their correct place.
And if its possible to port then maybe a shuttle cockpit could be ported from EF2 too......thanks for reading!
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The guys who are experts in bridge modding currently have their hands full with 'Star Trek: Excalibur'.
And you would need to get permission from who ever made the bridge, even if it was just for your own use. Also, from what I understand, porting models from one game to another is alot of hassle. Maybe more hassle when it comes to a bridge from game that is totally different in anyway to Bridge Commander.
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I asked the same question some time ago and here's what I've been told : every one who has much needed knowledge and experience to create/port bridge have their own projects running (especially 3rd Era Team which moved to ST Excalibur) so it's unlikely that anyone will port it... otherwise we would have far superior EF2 Sovereign bridge to BC Sovereign bridge (stock one as 3DE Team updated it) long time ago but it's either too hard or even impossible to port so chances are slim :(
Bridges are very complicated as model and textures are not even 50 % of complete goal, there are also lightmaps (hard to do) and crew animations (even harder)...
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You could try asking baz1701 or yopyop. I believe they recently managed to export to BC.
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rather baz, i'm still struggling =/
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its not possible, elite force 1 and 2 deal with brushes for their world, and meshes for detail so its not a bridge model.
Its just technicly not possible
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Its just technicly not possible
http://www.ubergames.org/forums/showpost.php?p=35026&postcount=1132
AFAIK, you export the brushes from GTKradient (Meaning you will need the the .map file) to .obj files, that will allow you to open it up in 3dsmax.
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its not possible, elite force 1 and 2 deal with brushes for their world, and meshes for detail so its not a bridge model.
Its just technicly not possible
It is possible. If I'm not mistaken, the first Intrepid bridge for BC was a port from EF1.
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I have been able to export my Voyager maps from Elite Force to max, though I had to use a different method than the .obj exporter in radiant, as it does not export the patch meshes i.e. curves.
The good thing though is the fact that it preserves the textures and the texture co-ordinates.
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well that's good news. ;)
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I have been able to export my Voyager maps from Elite Force to max, though I had to use a different method than the .obj exporter in radiant, as it does not export the patch meshes i.e. curves.
The good thing though is the fact that it preserves the textures and the texture co-ordinates.
How did you manage to do that? Can it be done with Ef2 Levels? Can it be done with Stock Levels? *is really excited*
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I removed all entities from the map and converted the map to an .ase format file with the q3map program and then used a program called deep exploration to convert that to a .obj file that can be imported directly to max.
This may seem like a complicated way of doing it but it's the only way I have figured out so far that keeps all of the texture co-ordinates, curved patches and mesh details in place. I also believe that this should work for any game that uses .map files as the basis of map making.
The other bonus is that it also converts the models within the original map as well, though I don't think you would be able to release those parts as they are the property of the original game creator, or mapper.
Obviously with the differences in mapping between radiant and max, there would be a fair bit of mesh cleanup to be done.
There are a couple of examples that I have been working on with an imported version of Main Engineering from my RPG_Voyager map for EF1 here,
http://www.bebo.com/PhotoAlbum.jsp?PhotoAlbumId=6601870476
and here is a quick one of Deck 3 Corridor
(http://file049b.bebo.com/3/large/2009/06/28/13/4040126396a11120662635l.jpg)
The textures belong to explorer and are just being used as place holders right now.
If, like me your getting to grips with max but can use a map editor for a bsp based game then it's good for learning how to edit meshes and generally use different skills. It is also amazing to see such a basic map look quite good when rendered properly.
If you do attempt to use these methods, please don't rip off any one elses work without permission.
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oh, lol that looks awesome!
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Does the map have to be in .Map format? can it be in .BSP? (I don't know much about Map Editing or even Elite Force, really).
Really, I would use the stock maps for just one thing: Reference. I would model something cleaner and more detailed around it, just like I did with bridges from BC.
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You use the .map file with the q3map program to convert it to an .ase, just remember to remove entities etc and I would suggest converting misc_model_breakables to misc_model entities.
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Oh~ well thx for your responses. Iol i guess its pretty hard to make bridges so I'm jumping the gun a little....Well hope too maybe so EF2's great sovereign/Poseidon bridge sometime lol.
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The stock maps are in BSP format. Is there a way to get them from BSP format to MAP format?
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hm... it would be great having the sovereign bridge from ef2 ;)
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I am more interested in the starfleet academy levels >.<
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The decompile from bsp to map format can be done, but not very successfully, due to the deconstruction, it leaves some errors in the file. There have been releases of map files by the EF communities various mappers, but then you would need permission.
I'm not sure if the original map files where released for EF2 like EF1.
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The posiedon map you are showing is not infact from EF2, but rather from EF1.
The source map files can be found at www.iwantstudios.com
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Yah...i guess it was originally made for EF1~ i play EF2 with that mod: http://eliteforce2.filefront.com/file/RPGX;82578 (http://eliteforce2.filefront.com/file/RPGX;82578) they must have ported it from eF1 lol. It was just a silly idea of mine, i think the bridge is cool :)
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I think you have your wires crossed slightly RPG-X mod version 2.0 was created for EF1 and only works on EF1, the Poseidon map was created by Ant and Will of IWantStudio's for the release.
If you want to convert this map to use in BC, you would firstly need to contact Ant or Will with the contact details given in the Readme.