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BC Forums => BC Bridge Modding => Topic started by: Picky on June 26, 2009, 01:41:04 PM

Title: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Picky on June 26, 2009, 01:41:04 PM
This is my first bridge completely build by me... I'm working on the model and it  will require  a lot of time, I think: I have not a lot of experience with gmax so my work goes on very slowly and there are a lot of imprecision but the first tries were encourageing so I decided to proceed :D.
In the first images you will see the actual WIP while in the ones *a named you see the prototype. I have also an idea but I don't know if it is realizable or there should be the authorization of a Moderator: my idea is to form a team, infact 3rd Era Team is completely dedicated on Excalibur (and this is a fantastic event: with 3rd Era Team the new Star Trek game will be awesome!) and here we see only models whose development goes forward for years and they disappear after model fase, infact building a bridge is a very long and difficult progress. I am able to build models and draw textures but I have not experience in scripting.
What do you think about this idea?
Is it possible?
Should we ask to the Moderators before forming a team?
There is anyone interested?
I hope the screenshots will be appreciated, don't look after the colors, I have to build a texture for this.
Title: Re: TWOK bridge - (team idea?)
Post by: CyAn1d3 on June 26, 2009, 04:10:03 PM
motion picture bridge?
if im not correct i do beleive that one is already in progress, but more than one wont hurt anything.
looks good so far! keep it up!
Title: Re: TWOK bridge - (team idea?)
Post by: Bones on June 26, 2009, 04:10:51 PM
It's good to hear you're going(or try to make it happen) to finish what you started :D
I can offer you some help with textures and displays (which I've already done for Sean's TEP project and Baz1701's TMP bridge)
good luck :)
Title: Re: TWOK bridge - (team idea?)
Post by: Picky on June 30, 2009, 01:54:41 PM
Thank you!
Quote
motion picture bridge?
Not exactly: Sean's bridge is the one of the first film while this is the one of the second and the third.
The work is proceeding slowly but now I have updates. There is only a little problem: I don't know how put this bridge in Bridge Commander... I think I have to build a Bridge.py file and an Autoload.py file but I'm not sure...
I also need opinions: what do you think about the science station? It is not finished yet but I think there is something wrong...
Title: Re: TWOK bridge - (team idea?)
Post by: JimmyB76 on June 30, 2009, 02:01:02 PM
I don't know how put this bridge in Bridge Commander... I think I have to build a Bridge.py file and an Autoload.py file but I'm not sure...
worry about the scripting part later, thats a whole other realm (along with lightmapping, animating, and such)...
for now, i would concentrate on the modeling and then texturing; and once that is complete then the other facets will be approached...

as far as your original question about the scripting, youll need a bridge script, a bridge properties script, all the bridge character scripts (bridge crew and extras, which will all need animations), and the autoload script...
Title: Re: TWOK bridge - (team idea?)
Post by: MLeo on June 30, 2009, 02:44:00 PM
I don't know how put this bridge in Bridge Commander... I think I have to build a Bridge.py file and an Autoload.py file but I'm not sure...
worry about the scripting part later, thats a whole other realm (along with lightmapping, animating, and such)...
for now, i would concentrate on the modeling and then texturing; and once that is complete then the other facets will be approached...

as far as your original question about the scripting, youll need a bridge script, a bridge properties script, all the bridge character scripts (bridge crew and extras, which will all need animations), and the autoload script...
And there are people who can help with the scripting. ;)
Title: Re: TWOK bridge - (team idea?)
Post by: Bones on June 30, 2009, 07:30:14 PM
umm I think I know what's wrong with your science station... it's too narrow, it should be much wider, take some screencaps from trekcore as reference. other than that I think walls should be bent more toward inside of the bridge at the ceiling also all TMP project bridges seems to be a little bit too large... too much free space but that might be just different perspective tho.
so far it's shaping good just adjust science station and check those walls in various shots of the bridge they should be helpful ;)
Title: Re: TWOK bridge - (team idea?)
Post by: JimmyB76 on June 30, 2009, 07:36:18 PM
And there are people who can help with the scripting. ;)
i think the scripting aspect is maybe the easiest of them all lol :P :)
it's all a major process either way...
Title: Re: TWOK bridge - (team idea?)
Post by: Picky on July 01, 2009, 01:43:12 PM
Well, I have updates: I rebuild the station and made also the tactical block, which took an entire day! :? I'm not expert in modelling so I have to experiment a lot. The viewscreen is also done but I think I will change the framework. Now the colors are a little more canon, those aren't the textures but the colors given by Gmax: I will think to textures when the model will be completed (I think soon: now the hardest things are done, only the doors maybe will give me some difficultes)...
Comments are always well accepted.
Thank you
Title: Re: TWOK bridge - (team idea?)
Post by: Picky on July 02, 2009, 01:01:50 PM
Sorry for double posting but I have updates: the framework of the screen is been rebuild and the consolles are done at 50% circa. I changed also the tactical station to make it more similar to the film.
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 04, 2009, 11:38:32 AM
Another time double posting... :?
But now I have a great update: the model is complete! There is only some detail to add but the structure is ready. The next step are the textures?
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: MLeo on July 04, 2009, 11:44:37 AM
Another time double posting... :?
You could see it in the following ways:
We are in awe.
We are stupified.
We simply don't know what to say anymore after all the updates.
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 04, 2009, 12:57:04 PM
 :shock: Man with guys like you I'm starting to believe NG team will successfully replace 3DE ... this is THE best model I've ever seen here (best viewscreen) cant wait to see it textured :D cookie ;)
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: CyAn1d3 on July 04, 2009, 01:19:45 PM
indeed a VERY awesome model.  8)
*cookie*
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Aeries on July 04, 2009, 04:22:19 PM
We are in awe.

That's the ticket, laddy. ;)
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Billz on July 04, 2009, 04:27:02 PM
I haven't watched TWOK for ages, but wasn't 'Spocks desk' behind Kirks chair instead of to the right of the turbolift as on your model?
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Barihawk on July 04, 2009, 04:28:44 PM
I haven't watched TWOK for ages, but wasn't 'Spocks desk' behind Kirks chair instead of to the right of the turbolift as on your model?

No, I just went over the scene where David identifies the Genesis wave in my head and it was definitely in the position he has it. The only thing between the turbolifts is that one station and fire extinguishers.
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 04, 2009, 10:16:24 PM
I haven't watched TWOK for ages, but wasn't 'Spocks desk' behind Kirks chair instead of to the right of the turbolift as on your model?

No, I just went over the scene where David identifies the Genesis wave in my head and it was definitely in the position he has it. The only thing between the turbolifts is that one station and fire extinguishers.
affirmative, it was on the right side due to aux station heve been moved to the former position of the science station and few other details were changed
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: pano27 on July 05, 2009, 08:37:11 AM
yeat in the first movie the science station was behind the captains chair between the two turbolifts. in TWOK they moved it, dont know why, probably better camera angles
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 05, 2009, 12:14:46 PM
Well, details added. I begun making textures and the walls are done (except the darker parts near the stations). The consolles have a preview texture, infact Bones is updating them. I need only a little help: I added the textures also to the keyboards but they don't appear, is it a problem or I have only to reorient the textures or something similar?

There is also a good new: I build the Enterprise-A bridge from Star Trek IV modifing this bridge (adding the pillars near the doors) so I ask: the model is the same only with the addition of the pillars which haven't any animation, is it possible to script the TWOK bridge to make that the same script, with different names and Autoload, functions for the Ent-A bridge? Obviously the textures are different... We see only the back wall and the communication station in the fourth film, we will use fantasy for the other station.

The screenshots are all of the TWOK bridge.
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 06, 2009, 01:06:33 PM
Another double posting... I am hating this topic :argh: :wink:! This time I'm going to show you the Enterprise-A (from Star Trek IV) bridge. As I told you in the last post it is the same bridge with the pillars added and different textures. the actual panels have to be adjusted and I put them only as preview. I am not so clever as Bones is in drawing panels but I hope you will like the screenshots.
Thank you
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: CyAn1d3 on July 06, 2009, 02:07:58 PM
I am not so clever as Bones is in drawing panels

whatever dude, still looks kick a*s to me!
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 06, 2009, 04:26:13 PM
I am not so clever as Bones is in drawing panels

whatever dude, still looks kick a*s to me!
QFT  :D they looks cool to me too ;)

oh and as far as i know you can possibly use TWOK scripts on Ent-A bridge because the only real change in model would be some additional pillars and I doubt they would interfere with crew walk paths/ animations so it should work fine
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 07, 2009, 12:30:48 PM
Well, thank you all. Now I think I should ask some help: I prepared the textures and I begun to applicate them but in some case they don't work correctly (for example in the keyboards of everey station or in the chairs). There is anyone who can help me? I'm using Gmax but the file should be imported with a plug in.
Those are images of the complete model with some texture but you will see that the seats haven't any datail which I made (the highlight of the seams).
I hope that someone can help me, I don't want cancel this project!
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 07, 2009, 04:39:19 PM
try to send PM to Mark or Sean as they are probably the only people who have the best knowledge about bridge modelling/modding
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 08, 2009, 11:00:48 AM
Picky permitted me to post update on new displays i'm making for his bridge, so far it's only control keypads from engineering, science, comm stations as well as whole environment station (animated with 5 frames)
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Shino Tenshi on July 08, 2009, 11:54:25 AM
 :shock:

you sir, deserve a cookie.
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 08, 2009, 01:33:56 PM
First of all, thank you, Bones! Second: graet new: the texture problem is solved!  :hurr(it was a modifier to add after the material-texture phase). In those screenshots you will see a preview of the chairs (I will probably rebuild those textures adapting them to the model) - the science consolle is still the old one, but I will now draw a panel with the new.

 :raven There is also the necessity of ideas for the ST IV bridge: who want draw panels for this bridge? I have the communication one and the backwall station but for the others (which are not showed in the film) we have to use fantasy. If someone has an idea he can post a drawing or a sketch.
Thank you
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: CyAn1d3 on July 08, 2009, 01:35:28 PM
:shock:

you sir, deserve a cookie.

and a bag of chips with a few beers!
(http://www.thescubasite.com/smile/happy/happy0167.gif) (http://www.thescubasite.com/)
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Bones on July 08, 2009, 02:30:46 PM
:shock:

you sir, deserve a cookie.

and a bag of chips with a few beers!
(http://www.thescubasite.com/smile/happy/happy0167.gif) (http://www.thescubasite.com/)

Crunchips X-cut salt flavor and some Beck's would be nice ;)

ok so here's the deal, since i've done Ent-B TMP displays I could easyli take up those, I even have some nice ideas various displays, also I have a cool idea on touch-pad controls ;)
Title: Re: TWOK bridge - 04/07/09 - model complete
Post by: Picky on July 08, 2009, 02:35:13 PM
Quote
I even have some nice ideas various displays
Great! I think that the Ent-A from ST IV should has displays between the ones of the first three film and the panels seen in The Final Frontier.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 09, 2009, 12:16:03 PM
Another time sorry for double posting... There is an update: the seats arenow complete and I'm applying the new panels to the consolles, which have been rebuild to be more canon. Now also the doors have a taxture but it will be fixed (scrath A in the texture).
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 09, 2009, 12:59:41 PM
oh crap :( I hope I'm wrong but to be sure could you make a 360 deegrees picture coverage of walls & displays as I can clearly see there something wrong with placement... send them to my mail - 1701abcde@gmail.com if possible
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 09, 2009, 01:33:38 PM
the wall with newly applied displays should look exactly like that ... you think it's not too late to fix it ?
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 09, 2009, 01:48:42 PM
Very strange: I build those panels basing the model upon the screencaps of Trekcore. If you see the picture in the Revenge chapter in which Jim is telling Spock how use the transponder code of the Reliant (pge 4-5) you will see those panels in the order I used.

EDIT: Yes, there is a little imprecision in the model: the last panel of the three should be a large one, and not a short one, as I made - see on Trekcore, ST II screenshots HD, Revenge, page 3, last image. I will adjust this when I will be at home (now I'm not writing from my PC, but here I have the ADSL, while on my PC I'm still using a modem).
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 09, 2009, 08:44:44 PM
the display i gave you with those red/yellow/blue bars at top then blue balls at the middle and liquid/gase/solids green schematics should look the way I sent you so red/yello/blue bars TOP; blue balls MIDDLE; green schematics LOWER, then to the wievscreen there is one (TOP) display portraing 'Y' shaped corridor section of the saucer section and some other thing refered to damage control and then there goes damage control station with wide TOP display (saucer impulse deck, Constitution refit fore and two decks of the secondary hull (deck O and P according to original Constitution refit schematics) the nearest to the viewscreen is transporter control stand-up station

Believe me or not I'm not saying I'm the expert of Connie refit bridge but I say I DO have schematics and I make those displays based on THE BEST source that can be found so I AM 1000% sure I'm right ;)

I made some parts in caps and I apologize for it as it may soud stupid but Connie refit is the most important ship in BC modding for me and I've got enough reference to be sure of what I'm saying ;)

I just want this one to be as perfect as possible as I see that Picky has a lot of potential to finish what he started (with NG Bridge Team on his side along with so called 'Connie bridge expert' = me) I'd like to have it as the first best TMP/TWOK/TSFS/TVH bridge ever made and brought to players.

I hope you'll find a way to realign those stations, I'll send you my reference tomorrow ;)
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: TK421 on July 10, 2009, 09:43:23 PM
Hi,

I am kinda new here but I noticed this wonderful project being developed and wanted to thank you for doing this project. The work done so far is great.

I am a fan of the movies and of course the movie enterprise and recently stumbled upon some GMA and ET clips from 1986 on youtube. These videos feature the star trek 4 bridge. I hope these clips can be helpful when making the parts of this particular bridge that we did not see on screen.

Good Morning America (from 1986)

part 1 -


part 2 -
&feature=related

part 3 -
&feature=related

part 4 -
&NR=1

Entertainment Tonight (also from 1986)

part 1 -
&feature=related

part 2 -
&feature=related

I hope the above clips help with your great project. If not at the very least I hope they were worth watching.

I'd like to thank you again for working on this wonderful project of yours. The work you have shown us so far is great. I look forward to seeing the finished product as I am sure it will be amazing.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Barihawk on July 10, 2009, 10:04:56 PM
God Bones, you really need to teach me to make displays like that :P. How do you bezel the panels out like you have there? Making things look 3D is my biggest shortcoming.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 11, 2009, 04:17:38 AM
Firstly I draw basic shape of console then I add those shiny black panels but not fill them with buttons yet, then I add some monochrome gaussian noise to the silver part of the consol, next I add a Texture filter : Fur, console should look now little wheathered and more steel like, next thing is to select all black parts of the panels and add inner bevel to it, after that it's just a matter of placing buttons, graphs etc. in right position. Manual release controls/ levers etc. are just plain two tone colored with combination of inner/outer bevel tool.

TK421 these clips were more than helpful, now we can clearly see that most of the enveironmental console as well as aux station displays behing capt. chair were replaced with those round displays from ST5,6 and I've counted five different types of these, engineering console changed colors but nothing else was touched, science, comm, transporter are completely new yet image was clear enough to pick it as good reference so I'll begin my works on these as soon as I have TMP displays finished ;)
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 11, 2009, 01:20:48 PM
Thank you all, now with the help of TK421 we will have a more canon ST IV bridge.
Today I have a lot of updates: chairs are now complete, the frameworks near the consolles has been rebuild, the carpet is more canon and the details in the frameworks are done.
Now I will build the texture for the ST IV bridge and wait the new panels for the TWOK bridge.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Aeries on July 11, 2009, 01:48:24 PM
Quick question [not sure if it was asked yet and too lazy to go through the entire thread to find out...]

Will you be texturing the damage? Since this is from ST:IV the damage from TWOK should be present. Personally I think that'd be the coolest thing since sliced cheese.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 11, 2009, 01:56:47 PM
The damage isn't in the ST IV Enterprise - A bridge, infact it is the Ent-A bridge and not the Enterprise Refit bridge (the oned of The Wrath of Khan), so there isno damage in those bridge. The version with damaged textures is the bridge of the third film The Search for Spock, which is exactly the bridge of The Wrath of Khan but after the battle. Maybe I will build a retexture with damaged walls as seen in the third film but I'm not sure... If yes, it would be surely after the release of the bridge.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 11, 2009, 04:30:27 PM
If you mapped the bridge the way as 3DE team did with ST 6 Enterprise A bridge then it'll be pretty easy to burn in some places :D

btw. are you mapping it the way stock Sovvy/Galaxy bridges were mapped or are you adding mapping whole walls with big textures ???
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 12, 2009, 12:16:56 PM
Actually I'm mapping the bridge piece by piece, becouse I'm not an expert of texturing, than I attach the panels to the walls so they are one poly with a multimaterial: so I can put the textures with a very high precision.

There are updates: the complete TWOK model with textures (now we have only to wait for the panels) and the ST IV bridge, which is almost complete, there is only some detail of the textures to fix. For the ceiling of the ST IV bridge I build something between the TWOK - TSFS version and TUC (ST VI) version. Do you like it?
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Shino Tenshi on July 12, 2009, 12:39:05 PM
were the seats really that blue in twok?
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Aeries on July 12, 2009, 06:37:43 PM
The version with damaged textures is the bridge of the third film The Search for Spock

Oh yeah! *FACEPALM!*
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: CyAn1d3 on July 12, 2009, 06:38:38 PM
WHOOOOOOOIEEEEEE!!!!!
dammit man, im humbled by this!!
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: eclipse74569 on July 13, 2009, 03:22:37 AM
were the seats really that blue in twok?

They were more light blue-grey...You guys might wanna reduce the saturation a bit.  Other than that, this is looking great so far :)
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 13, 2009, 12:49:21 PM
Thank you for advices. Here there are updates: the complete bridges! :D Now we will wait the panels of Bones.
But don't worry, I've another project: the update of the TMP bridges. Basically, with the authorization of Third Era Team, it consists in building new models and textures for the Ent-A ST VI, Excelsior and Ent-B bridges which will use the same scripts of the originals (expecially for character's animations, process in which I think we will have a lot of problems for the TWOK bridge...). I think it is possible, with their authorization: what do you think about this?
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Joshmaul on July 13, 2009, 02:17:15 PM
Not to sound like a nitpicker or anything, but I only have one real problem with this very lovely bridge: the "A" on the turbolift door. If I remember correctly, the panel labels and the lettering they put on the doors from TMP to TUC used the same font (or if not, really damned similar) that's used for the hull registry markings. I forget what it's called, but generally they add a similar font to most Trek font packs.

Beyond that...if you need any testers for when you're ready to release this, I'll get in line right now! The prospect of actually seeing this in game...*drooling uncontrollably* Erm...sorry. *goes to get a mop*
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Jb06 on July 13, 2009, 02:22:28 PM
Im not too sure about the walls on both bridges, they look too monotone. Add abit of texture into them.

~Jb06
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 13, 2009, 04:08:58 PM
that font is called Federation Bold at least that's the universal Trek pannels font in TMP i use it for my panels ATM.

about the textures, I'm affraid I'm with JB on it they seem to be kinda plain... maybe if you could add some monochrome noise to it but very faint it would make a difference, also I presume this is just a pre-lightmaping bridge hm ? you are going to lightmap it, aren't ya ?

small update on my panels : most of the display pannels are ready, just need make security/aux and inner transporter stations thentfill in some animation displays (circle screens) to the rest of them and then make them 5-frames animated and they'll be ready :D so next update hopefuly will be posted by Picky when they'll be attached to the model ;)

Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Joshmaul on July 14, 2009, 08:28:52 AM
that font is called Federation Bold at least that's the universal Trek pannels font in TMP i use it for my panels ATM.

Ah, thanks for the refresher...I knew what it was, just forgot what they named it.

Quote from: Bones
about the textures, I'm affraid I'm with JB on it they seem to be kinda plain... maybe if you could add some monochrome noise to it but very faint it would make a difference, also I presume this is just a pre-lightmaping bridge hm ? you are going to lightmap it, aren't ya ?


Got any spare cassette tape holders? That's how they added a little texture to the actual set! *grin*
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: baz1701 on July 14, 2009, 08:46:35 AM
Basically, with the authorization of Third Era Team, it consists in building new models and textures for the Ent-A ST VI, Excelsior and Ent-B bridges which will use the same scripts of the originals (expecially for character's animations, process in which I think we will have a lot of problems for the TWOK bridge...). I think it is possible, with their authorization: what do you think about this?

The Enterprise-A seems the best donner for the TWOK bridge. I have gotten my TWOK bridge working in game but the crew are not seated in the right place. Helm and tactical hover in the middle of the bridge, the XO is almost sat at Uhura's station and the same for the science officer at Spock's. The enginner has disappeared into the weapons panel.

There is very little advice / tutorials on setting a up a mesh for a bridge nif. I think you need dummy objects on the bridge to help point the crew nifs to the right positions. I have sent a few PM's to the bridge guru's but I'm awaiting there reply to confirm and find out how to do it.
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 14, 2009, 12:57:35 PM
Thank you all for the advices. Now I have updated the wall's texture and I have to lightmap those bridges... How can I lightmap? :? I'm sorry but I didn'd made something similar until now! :oops: .
Quote
The Enterprise-A seems the best donner for the TWOK bridge.
Thank you for the advice but I think I will build new animations for my TWOK bridge. I was thinking to build new models for the actual Enterprise-A bridge from The Undiscovered Country, Excelsior Bridge and Enterprise-B bridge, all those bridges will fit, with Third Era Team's authorization, with the actual animations of those bridges: something more than a retexture: a remodel on the same crew positions! (I was thinking to build a very canon Ent-A bridge from Star Trek VI, with swicthing lights to red color, red altert panels, etc...)
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Picky on July 15, 2009, 12:29:01 PM
Sorry for double post, but I have the updated door:
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Joshmaul on July 15, 2009, 01:25:41 PM
Groovy. Now it looks like it did in the movies!

(I was thinking to build a very canon Ent-A bridge from Star Trek VI, with swicthing lights to red color, red altert panels, etc...)

I would imagine (being the guy who has little to no experience with this sort of thing) that this task would be nothing short of hellish. Realistic, but hellish nonetheless...
Title: Re: TWOK bridge - 08/07/09 - textures in progress
Post by: Bones on July 15, 2009, 08:22:01 PM
Groovy. Now it looks like it did in the movies!

(I was thinking to build a very canon Ent-A bridge from Star Trek VI, with swicthing lights to red color, red altert panels, etc...)

I would imagine (being the guy who has little to no experience with this sort of thing) that this task would be nothing short of hellish. Realistic, but hellish nonetheless...

Actually there are some Living Legends among us like Mark, Sean, LC, Viper, Lost Jedi, MLeo etc. who helped in developing Bridge Plugin Core Gold and they know how to make animated maps red alert swaping... these just take so much space (normal/yellow/red on Ent-A bridge means 4 mb on each 1024 pixels map and that is 5 displays maps 5 frames each so it's 100 mb just for normals and 200 additional for yellow and red... even normal and red only would be 200 for displays and 20 for the rest so 220 mb overally... that's a BIG almost 1/4 of KM mod)
sooo let'sjust stick to either red alert maps swaping w/o animated screens or animated screens w/o red alert swaping ;)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 16, 2009, 12:15:20 PM
I am accumulating experience so the more I build models the more they grow up better and better. But for now I'm working on those lightmaps... I think I need help, infact I made some attempt but without success... There is anyone who can help me?
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 17, 2009, 01:41:05 PM
Sorry for double post but now the new panels have been added, Bones is finishing his perfect work and in a short time we will have the complete textures. I added also the central part of the Helm-Navigational consolle, I used a space image for the background, it is very fashinating in my opinion.
I'm always searching help for the lightmaps...
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 17, 2009, 02:11:40 PM
are the maps animated? or just static?
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 17, 2009, 02:20:54 PM
they are animated (standard 5 frames) ... at least most of them as I don't see real need to animate damage control displays (green schematics of the ship) as they were static all the time in the movie, same goes with top communications display it's also been static in movies.
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 17, 2009, 04:51:48 PM
good deal  :D i was jus curious
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 17, 2009, 07:08:41 PM
well they're animated at least from my part ;) I hope Picky will put some anims to those displays ;)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: JimmyB76 on July 18, 2009, 01:52:22 PM
i prefer animated maps on bridges, personally...
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Aeries on July 18, 2009, 02:49:52 PM
i prefer animated maps on bridges, personally...

Ditto.
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 18, 2009, 02:53:00 PM
i prefer animated maps on bridges, personally...
Aye, same here... well most of us prefer anims ;) I know cuz early TMP Miranda bridge was a bust mainly because of static displays
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: JimmyB76 on July 18, 2009, 03:13:31 PM
not only that, but it is nice to see a bridge seem "active" as such; rather than wallpaper...
thats just my own personal preference tho...
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 18, 2009, 03:43:12 PM
thats kinda y i asked the dumb question
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: JimmyB76 on July 18, 2009, 03:51:28 PM
there are no dumb questions, only dumb thoughts :arms:
lol j/k :P
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 18, 2009, 04:03:54 PM
there are no dumb questions, only dumb thoughts :arms:
lol j/k :P

lol, my great grandfather used to tell me the dumbest question is the question unasked  :P
ok nuff spam from me
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 18, 2009, 04:57:56 PM
not only that, but it is nice to see a bridge seem "active" as such; rather than wallpaper...
thats just my own personal preference tho...

Yeah I was consumed by swapable LCARS back then but it wasn't so good afterall without anims  :P also I guess I failed to pick overall design for early TMP bridge ;)

oh btw Jimmy, if there is another thing that seemedwrong in the first place i'd like to know for future TMP projects... since i have brand new animated maps I'd like to use them ;)
sooo I would appreciate c&c :D
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 19, 2009, 12:46:17 PM
Don't worry the displays will be animated!  :mrgreen:
I have also rebuild the front consolle and moved and adapted the textures of the keypads.
I build also the loading screen, you can see it in the final screenshot, computer modified.

Maybe I have an idea for the lightmaps: in Gmax there is the possibility to create a texture on a different channel, using a different map (not diffuse color but ambient color, for example) is that the way :?:
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Joshmaul on July 19, 2009, 12:51:40 PM
You've been watching TMP again, haven't you? The "test screen" display is a nice touch. I take it that will be the "loading screen" (i.e. if you're using this bridge and starting another quick battle; I notice some of the displays are holodeck grids, images, etc.)?
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Villain on July 19, 2009, 12:54:19 PM
I build also the loading screen, you can see it in the final screenshot, computer modified.

;)

I always loved the old wireframe stuff they had in those movies. Reminds me of an old 3d tanks game I had when I used to have a mac.

Gotta agree, it's a very nice touch!
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: pano27 on July 20, 2009, 08:53:34 AM
badass man, really coming together nice. cant wait to get it when its ready. swweeeeeeettttttttttttt.
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 20, 2009, 12:42:52 PM
Great news: the TWOK bridge is proceeding and I have other two versions to show you: the Reliant retexture (I know, the Reliant's bridge should be a little different: one door, different panels, etc, but the main structure is very similar) and generic version (this should like to Barihawk! :D).
The Reliant is more light blue and has the black and orange seats while the generic has the Grissom's pink seats, I hope you will like these!
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 20, 2009, 03:28:19 PM
OH MAAAAN :shock: :D I'm in love... you are awesome, I'm almost done with the rest of the displays btw.

now when you're making miranda type bridge I can recolor certain displays from green to blue as they appeard in TWOK ;)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Joshmaul on July 20, 2009, 04:26:12 PM
Oh, Lordy Lordy, I think I've died and gone to Heaven...*now drooling like Niagara Falls*
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 20, 2009, 04:50:03 PM
 :D.... thats all i can say to this beauty
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 21, 2009, 12:52:06 PM
Thank you all. I made some adjustment in all the bridges but there are bad news: with gmax i cannot map the various parts of the bridge and I think the textures will remain separed for all the objects, so will be very hard to retexture this  :( . But there is another problem: I'm not sure that Gmax will allow me the lightmapping step, infact I tried the tutorial present in the BC Modding section but some function used in 3DS Max is not present in Gmax. I'm very sorry, but I will not surrender! If anyone has an idea, please help!!!
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 21, 2009, 03:11:56 PM
why do those chairs look...... pink?...
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Dalek on July 21, 2009, 03:13:30 PM
Wouldn't the correct question be "Why do they change colour in every picture"? Cos that swhat they do lol.

All in all, fantastic stuff!
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: WillDecker on July 21, 2009, 06:00:34 PM
why do those chairs look...... pink?...

U.S.S. Grissom had pink chairs
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Darkthunder on July 21, 2009, 09:21:34 PM
Wouldn't the correct question be "Why do they change colour in every picture"? Cos that swhat they do lol.

They are 3 different bridges, maybe?
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 21, 2009, 09:29:31 PM
thats the idea stuck in my head.... the TWOK bridge, the Reliant, and the Grissom..
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: CyAn1d3 on July 21, 2009, 09:33:04 PM
why do those chairs look...... pink?...

U.S.S. Grissom had pink chairs

did it??? i thought they were red.?

so does that mean that the grissom bridge will be gracing our screens soon  :whenitsdone
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Joshmaul on July 21, 2009, 11:34:38 PM
:whenitsdone

Hmm, I wonder if someone here plays Blizzard games and took that little gem to heart...

Are you reorienting the walls around in some of them? Because if I remember correctly, Reliant's turbolift was directly behind the captain's chair...
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 22, 2009, 03:12:06 AM
Ehm, not exactly... :? The Reliant Bridge is a retexture and reorienting the walls will change also the animations and build new animations will be a very hard work, so it will be a Reliant color scheme and not exactly the Reliant Bridge. As for the Grissom, my bridge uses the same chairs but the original bridge was totally different: no steps, smaller etc... (there are all the schematics on Ex Astris Scientia). My bridge is a TMP generic bridge, but in TSFS we never see the Grissom's Bridge in all his totality, so, if you want, you can call this Grissom's Bridge reimaginated :D.
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Joshmaul on July 22, 2009, 03:39:10 AM
Ehm, not exactly... :? The Reliant Bridge is a retexture and reorienting the walls will change also the animations and build new animations will be a very hard work, so it will be a Reliant color scheme and not exactly the Reliant Bridge. As for the Grissom, my bridge uses the same chairs but the original bridge was totally different: no steps, smaller etc... (there are all the schematics on Ex Astris Scientia). My bridge is a TMP generic bridge, but in TSFS we never see the Grissom's Bridge in all his totality, so, if you want, you can call this Grissom's Bridge reimaginated :D.

And less chairs on the Grissom, if EAS was anything to go by, but...I see your point. Fair enough. :)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Trim on July 22, 2009, 02:12:10 PM
Looks good so far man, well done.   8)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 25, 2009, 02:02:19 PM
Good news :D: I solved the great part of the problems: I am been really lucky and I found the way to render the bridge exporting it using the .NIF conversion. Now I'm mapping it and I also rebuild several parts, as the roof. I will probably post images tomorrow.
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 25, 2009, 05:41:17 PM
These are great news indeed :) can't wait to see the pics
here's a well deserved cookie for you ;)

From my part (LCARS part) I can add I've finished works on those funky-circle-like displays and I have 7 combinations of them, I'll also post basic shape of them tomorrow
I'm planning to make them as generic as possible so they could fit possible future retextures ;)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 26, 2009, 11:52:52 AM
Displays Update :
As I promissed here are brand new ST4 displays some of them are reused/updated displays from my Ent-B LCARS, some are brand new and some are mixed.
ST4 bridge displays consists mainly from circled displays and some diagrams that's why I have 9 different styles of them (circle displays)
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Picky on July 26, 2009, 12:14:51 PM
Well done, Bones! can't wait to see the other panels! Obviousley cookie...
As promised now I show you my first renders, you will see that I have redone a lot of parts, as the steps and the roof. Now the bridge is fully mapped and I will work on aminated textures (I found a tutorial in the BC modding section).
I hope you will like the new TWOK bridge!
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: MLeo on July 26, 2009, 12:20:56 PM
Not sure if this is cannon or not, but the display between the helm and ops(?), shouldn't there not be a status display of (atleast) the shields?
Title: Re: TWOK bridge - 08/07/09 - need help with Lightmaps
Post by: Bones on July 26, 2009, 12:42:48 PM
No, according to bridge plans this is starchart/ navigational map, it became tactical status display on Ent-A tho
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 27, 2009, 09:01:20 AM
ST4 comm displays are ready, just need to make 5-frames animations like on TWOK displays
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: pano27 on July 27, 2009, 10:48:10 AM
lookin sweet guys, cant wait to see it in the game. you guys rock!!!!
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Shadowknight1 on July 27, 2009, 02:48:49 PM
I kept thinking that the viewscreen was too high, but never mind. :P

Looking good, but will it actually work ingame?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 27, 2009, 02:55:16 PM
I kept thinking that the viewscreen was too high, but never mind. :P

Looking good, but will it actually work ingame?
why not ?
this bridge was done sooo many times but never really made it into the game, I think it's about time, don't ya think ? ;)
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: CyAn1d3 on July 27, 2009, 03:01:17 PM
I kept thinking that the viewscreen was too high, but never mind. :P

Looking good, but will it actually work ingame?
why not ?
this bridge was done sooo many times but never really made it into the game, I think it's about time, don't ya think ? ;)

(http://www.thescubasite.com/smile/sign/sign0156.gif) (http://www.thescubasite.com/)
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Shadowknight1 on July 27, 2009, 04:07:20 PM
Oh, I agree with that wholeheartedly, we need better Refit Connie bridges.  I was just wondering about the scripting since that's what seems to stall bridges the most.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 27, 2009, 06:35:27 PM
I done some research and mostly it's crew animations and lightmaping causing deadends for bridge creations, every member of 3rd Era Team will tell you these were the hardest things about new bridge modding, hopefully NG Bridges will be able to continue what 3DE Team started
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: JimmyB76 on July 27, 2009, 07:51:08 PM
mostly it's crew animations and lightmaping causing deadends for bridge creations, every member of 3rd Era Team will tell you these were the hardest things about new bridge modding
thats exactly right; the scripting aspect is hardly as painful as those others...
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on July 28, 2009, 12:41:19 PM
Ladies and Gentlemen, this bridge will work in game, but will not have a high quality (I have no experience and there are a lot of errors...  :?) . When my modeling abilities will grow I will build a new TWOK bridge with an ultra-canon model (I will start this probably in 200 - 300 years... : :wink:) until my modeling skills has increased we will use this...

Now the update: I begun lightmaps, it isn't so difficult but I have to check that every single light is precisely in its place, only a millimeter of error could change the scene  :?.
I lighmapped the doors and the floor, as you will see, and now I'm working on the seats. A question: can I not lightmap the walls? I tried but they turned to a very  dark color (near black).
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: CyAn1d3 on July 28, 2009, 12:51:41 PM
O_o

...... gawjess... just gawjess..
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on July 28, 2009, 12:58:23 PM
Now the update: I begun lightmaps, it isn't so difficult but I have to check that every single light is precisely in its place, only a millimeter of error could change the scene  :?.

Photomanipulation works the same way - one little mistake screws up the whole image.

As for not being high quality - you sell yourself too short, my friend. You've done a fantastic job - far better than I can do, I have about as much modeling capability as a two-year-old with a jar of Play-Doh - and look on the bright side: We're finally getting a TWOK bridge for Bridge Commander. Rest on your well-deserved laurels. :)
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: pano27 on July 30, 2009, 09:20:23 AM
i dont know man, shes lookin pretty good to me. i guess the thing to see would be what it looks like when you change alert status.you dont want it to black out like a dirty nightclub when you go to red alert.

still cant wait to run it in game when shes ready,you need a tester im in
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on July 30, 2009, 12:47:02 PM
For the red alert status I was thinking to the canon red light, but I don't know how make this effect... But now I have to concentrate on lightmaps: I tried different combinations of lights and I think we are near to the final one (the last three screenshots), but I have to make those lights higher (the rail shadow is now as if the lights were on the floor!  :?). But this is easy to adjust. The rear wall is lightmapped (without strage rail shadow, obviously!).

EDIT: the panels have now 100% selfillumination and the keypads 50%, I think it is more realistic (powerful lights on LCARS, medium on keypads)

Enjoy
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 30, 2009, 03:19:23 PM
hmmm, I see one black display... strange cuz I thought I've done whole coverage  :?

other than that lookin good :D I wonder if it's possible to recreate red alert ambient light from TMP/TWOK/TSFS
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on July 30, 2009, 06:26:52 PM
Would it work something like, say, the light changes on the Galaxy-class bridge (the one that got included in KM1.0, which I'm sure is not the stock Galaxy bridge...then again, I've had so many mods put in, I dunno what the stock IS anymore) or the bridge of the Pegasus?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Aeries on July 30, 2009, 06:45:26 PM
hmmm, I see one black display... strange cuz I thought I've done whole coverage  :?

other than that lookin good :D I wonder if it's possible to recreate red alert ambient light from TMP/TWOK/TSFS

It was done for the BOP bridge. Would be epic to see for the TWOK. Will the TWOK, btw, be getting damage textures or no?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on July 30, 2009, 07:34:39 PM
It was done for the BOP bridge.

It was? I have that one and I didn't notice any light changes...is there a new one?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 30, 2009, 08:17:33 PM
that depends if Picky will manage to remap the bridge the way ent-A bridge is mapped then yes I could burn walls a bit ;)
and about Bop I think I've seen it being red but that was in CTU bridge retextures pack I think and Bop bridge was whole red
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on July 30, 2009, 11:37:41 PM
For the battle-damaged version, were you planning a "This Console Under Computer Control" screen for...about 75% of the monitors on the bridge? *laughs*
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 31, 2009, 03:30:04 AM
not actually... that was planned for TSFS version (red science station honey-comb display, more green displays on comm station and whole engineerind, security/aux etc. covered with 'This station is under computer control' monitors. TWOK damaged would be just the same but the damage display would indicate the damage from battle and of course burned wall / turbolift doors as well as some minor burns on turbolift controls and other consoles.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: CyAn1d3 on July 31, 2009, 10:30:40 AM
which for someone of your talents shouldnt be too hard
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 31, 2009, 10:46:21 AM
that shouldn't be a problem at least on texturing side cuz I don't even have any 3d modeling software to edit bridges so the rest depends on Picky
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on July 31, 2009, 12:04:56 PM
You are right for the squared consolle: there should be a red panel similar to the tactical one (the side panel, near the seat); I will do it this evening. As for the damage retexture, I will build it once the bridge will be complete and in game working. Now I'm drawing the animated maps (it is very difficult to match all the panels in sequence!) and I found the correct lights. I spend a lot of time in clearing out the polys from all the superfluous edges... long and boring work but now the bridge (with textures) weighs 5500 k, while before it was 12000 k!
Enjoy the pictures with correct dark lighting!
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: pano27 on July 31, 2009, 01:40:15 PM
lookin swwweeeeeettttttttttt
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on July 31, 2009, 03:39:00 PM
Cookie ! what else do I need to say mate :D
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on July 31, 2009, 04:10:22 PM
So beautiful...must not drown in drool...
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: CyAn1d3 on July 31, 2009, 10:52:42 PM
i bow to the glory of this bridge... and throw BOTH of you a cookie :D
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on August 01, 2009, 12:21:51 PM
Thank you all! :D
Great news: I understood how make animated maps! Now the science station is animated and I'm working on the enviroment consolle (85%).
To do: Auxiliary (shouldn't be difficult, only the upper station to animate)
          Communications
          Engeneering
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Bones on August 01, 2009, 01:39:21 PM
That's great mate :) i'm making slow progress on st4 displays as i can't find nice layout for environmental controls and internal transporters but no worries ;) i'm now recharging my batteries at lake fishing (with no luck lol) so expect updates after weekend ;)
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Revan999 on August 01, 2009, 06:00:09 PM
Highly impressive , I personally like how well the chairs are done, something that is sometimes over looked for more detail upon lcars or panels.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on August 02, 2009, 12:46:24 PM
Thank you all. Great news: the bridge is complete!!!  :D
The pictures show you two different frames.
The next step is the Great Barrier: animations... the problem is that I have no idea of how make the crew's animations  :? I hope that someone will explain this to me: I searched in the Tutorial section but I didn't find anything. For the seats animation can I use the standard animation tool of 3D max (the gizmo in animation mode)?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Barihawk on August 02, 2009, 12:53:11 PM
That certainly looks amazing! I don't know much about animations (except that it might be trial and error) but I hope you do plenty more after this :).
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Jb06 on August 02, 2009, 02:34:50 PM
So is this completely lightmapped?

~Jb06
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: MLeo on August 02, 2009, 05:25:11 PM
You need Character Studio for that, and use the biped nif included in the SDK (without changing any names).

In the end, you should be left with just he vertices of the bones (if memory serves).
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on August 04, 2009, 12:34:09 PM
Good news: I'm studing Character Studio (I have it inside 3d max) and I'm learning. A question: I learned how incorporate a biped into a character: I have to import all the characters from their NIF file or I must associate them in another way after I build the animation on the alone biped?

I have also an idea for the crew positions:
helm: Kiska
nav: extra crew
comm: Saffi
science:  Miguel
Tact: Savali
Eng: Brex
Enviroment: extra crew
Transport: extra crew
Ship:extra crew
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: MLeo on August 04, 2009, 01:16:20 PM
Animations are more or less character independant.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on August 04, 2009, 01:48:46 PM
So, I have to work on bipeds and then assign them a character?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: MLeo on August 04, 2009, 01:51:14 PM
They are independant (not dependant) on a character. But they are location sensitive, meaning if they are intended for the helm, then they won't do as good for the XO.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Picky on August 04, 2009, 02:02:02 PM
So, if I understood correctly. I place and animate the bipeds on their stations (helm, tact, science, etc.) and the crew people will go in his places automatically? And, if I want Savali in tactical and not in Navigation?
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: MLeo on August 04, 2009, 02:15:34 PM
Well, you have to associate them in the scripts.

To move a character, look at the canon crew positions mod for BPCore, mostly a shuffling of animations.
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: JimmyB76 on August 04, 2009, 06:02:56 PM
if you can get through the animations and lightmapping aspects, youre only a few short steps away from getting it fully working ingame (after ironing out the last bugs)...
Title: Re: TWOK bridge - 26/07/2009 - animated maps WIP
Post by: Joshmaul on August 04, 2009, 07:53:37 PM
if you can get through the animations and lightmapping aspects, youre only a few short steps away from getting it fully working ingame (after ironing out the last bugs)...

HEARD AND WITNESSED! *ahem* Sorry. Dragonrider moment.
Title: Re: TWOK bridge - 26/07/2009 - characters' animations WIP
Post by: Picky on August 05, 2009, 01:15:38 PM
Thank you all for support and helps! Mleo, I searched in the SDK of Bridge Commander but I didn't find any biped... In which folder it should be? Sorry for my ignorance  :?!

Quote
So is this completely lightmapped?
Yes but the walls haven't lightmap for darkness problems, but I will see how they appear ingame and I will adjust all the lights, if necessary.

EDIT: I found the bipeds! Which one I have to use? I think the Large Biped...
EDIT 2: I think the correct assigments are:
small:Kiska
medium:Brex, Miguel, Saffi, extra crew
large:Savali
Is it correct?
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Kirk on August 08, 2009, 10:51:16 PM
That sounds about right.
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Mephisto1701 on September 12, 2009, 04:12:44 AM
Wow, this looks awesome !!

Can?t wait !!!
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Sean on September 12, 2009, 04:31:45 AM
please dont bump threads. when there is an update the author will post.

thank you
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Picky on January 05, 2010, 12:15:40 PM
Well, I have updates, but there are no good news... (but the project is not cancelled!)
As probably some of you already knows, three monthes ago, my PC died and I had to buy a new hard disk. I have a backup of the bridge on my pendrive but it is not so up-to-date as was the principal version, which I have lost.
So there will be some delay, also becouse I have to rebuild the whole PC, a work which will require a lot of time.

I'm very sorry for that, I hope you will be not so displeased...  :(
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: Joshmaul on January 05, 2010, 12:24:12 PM
I wondered what happened to you...glad to see that at least some of it survived, but sucks that you have to restart it. And good to see you're out and about again. :)
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: TK421 on January 06, 2010, 10:50:52 PM
I am pleased you have not abandoned the project. This is a very good project of yours and I think it will be amazing when finished.
Title: Re: TWOK bridge - 07/08/2009 - characters' animations WIP
Post by: eclipse74569 on January 23, 2010, 11:15:53 PM
Aye, I'm very pleased you haven't given up :).  I hope you get things going and update us in the future :D