Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Shino Tenshi on July 04, 2009, 06:38:59 AM

Title: New Team!
Post by: Shino Tenshi on July 04, 2009, 06:38:59 AM
Hey folks!

I just wanted to announce that as today BCC has a new Team dedicated to building bridges!
NG|mods created the new sub-team called "NG|bridges" to try and fill the space that 3rd era have left behind.
(I know Sean is still around but he's the only one :P)

As of now NG|b has only 2 members, Picky and me.
If anyone feels interested in helping to bring some new bridges he is free to join. (just send me a PM)

That'd be all for now, I hope we'll have something ingame soon! :D

Regards,
Shino.
Title: Re: New Team!
Post by: FekLeyr Targ on July 06, 2009, 01:53:01 PM
Welcome. :)
Title: Re: New Team!
Post by: Billz on July 06, 2009, 01:55:49 PM
I've seen some of your work. Its very impressive. All you need is someone to do character animations, lightmapping, scripts and porting.

Unfortunly, thats not me, lol, but I hope you guys get the help that you are looking for soon.
Title: Re: New Team!
Post by: Shino Tenshi on July 06, 2009, 02:46:18 PM
I can do lightmapping, scripting shouldn't be that hard, but animations... uh well I hope we'll find someone :D
Title: Re: New Team!
Post by: Barihawk on July 07, 2009, 02:55:58 PM
What are the odds of seeing non-federation bridges being produced? Specifically Klingon :P.
Title: Re: New Team!
Post by: ACES_HIGH on July 07, 2009, 03:00:51 PM
with so few people working on them; practically nil.  we're lucky they're making any bridges at all.  Keep it up guys, I wish I could do anything useful like that.
Title: Re: New Team!
Post by: JimmyB76 on July 07, 2009, 03:59:54 PM
lightmapping is most def a pain in the butt, very long and tedious process...  animating is also very difficult and tedious, and whole different realm entirely itself...  scripting, well thats not all that bad (compared to everything else lol)...
Title: Re: New Team!
Post by: Bren on July 09, 2009, 09:19:56 PM
Google a program called Endorphin. I believe they have a learning edition for free. Not sure though.

It's basically procedurally generated Motion Capture software.

It uses no actors, studios, or any of that, you simply set up the scene, give the virtual actor direction, and it does the rest in a very natural manner. I've no idea if those animations can be ported to BC, but i'm fairly sure they port to max, and max can downscale to 3.1 format and output a nif-anim, right?

Anyway, worth a look.
Title: Re: New Team!
Post by: limey BSc. on July 11, 2009, 03:08:44 PM
I can do lightmapping, scripting shouldn't be that hard, but animations... uh well I hope we'll find someone :D

Information exchange?

I need to know how to lightmap. I managed to get an animation (very shitty, but still) ingame and I have a script written by LJ which hugely simplifies the process of scripting the bridge and placing the characters.
Title: Re: New Team!
Post by: Shino Tenshi on July 11, 2009, 07:31:04 PM
Just read blaxxer's tutorial at the "BC-Modding" part of BCC and adjust it the way Adonis told you. :D
Title: Re: New Team!
Post by: limey BSc. on July 11, 2009, 07:49:01 PM
Just read blaxxer's tutorial at the "BC-Modding" part of BCC and adjust it the way Adonis told you. :D

The thing i don't get in that tutorial is how to assign 2 materials to 1 group. Surely the second overrides the first?
Title: Re: New Team!
Post by: Shino Tenshi on July 11, 2009, 07:53:50 PM
dunno how to do that... I only have more that one group assigned to one material but not the oher way round ^^
Title: Re: New Team!
Post by: limey BSc. on July 11, 2009, 08:59:57 PM
dunno how to do that... I only have more that one group assigned to one material but not the oher way round ^^

Darn. Well, I think it's doable in NifSkope after it's exported.

As for animations, as far as I know, they HAVE to be done in Max 3. The skeleton included in the SDK is a .max file, so can't be opened in a newer version, and them names of the bones need to be exact. As for actually making the animations, you just make them as you would anything else, export to nif, then use the AnimOnly tool in the SDK to strip away all but the animation data.

I've attached the script LJ made. All the character positions and rotations, as well as whether they are standing or not is changed at the top. The rotation has to be done so that the 3 numbers equal 1. Theres also a cool dev tool in it, a lightmap hack. It was originally designed to do more than it does, but it didn't quite pan out. Still, its good for checking the scale and look of the bridge before you go through the process of lightmapping. Just put it in "<root>/Scripts/Bridge/".
Title: Re: New Team!
Post by: Shino Tenshi on July 11, 2009, 09:03:13 PM
Cool, thanks :D