Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Rob Archer on January 02, 2007, 08:54:05 PM
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I've been wondering if i was to replace the Model Of Brex's Head with Chell's head from EF2 would i have to re-do the Animations For Brex as well
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A member of the BC was working on replacing the models with ef2 but i don't know how its going and not going to say who as i don't want to bother him.
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I had a go but ended up loosing brexs head im thinking its something to do with milkshape. i wasnt trying to build a mod just wanted to see what happened.
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importing new crew to BC isnt the problem for me, I simply dont have the tools to export them properly from EF2 (ie not all twisted up).
Ive been asking people for help on this one but to no avail, so im kinda stuck.
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might want to ask Rob Archer over at BCS:TNG
http://bcscripters.us.to/forums/index.php/topic,31.0.html
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Or you could ask me over here Neb......
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0.0 LMAO oook.... thats what I get for sleeping half the day.... I don't notice things....
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well if people can get them exported i can import them, but im done with running around asking people on this one - Just too busy these days
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I can get modelout of Elite Force without a problem, the poblem is when they are opened in milkshape (the only editor i have) they dont appear in Bridge Commander, Best Example is Brex who unfortunatly now has no head
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I can get modelout of Elite Force without a problem, the poblem is when they are opened in milkshape (the only editor i have) they dont appear in Bridge Commander, Best Example is Brex who unfortunatly now has no head
Crew models are seperate head and body models.
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well if you have them in milkshape export them to .3ds and i can give it a go from there, just try brex for a start.
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Right Here's Chells Head and Texture which is in 3ds format. Let Me Know how it goes and i can convert and texture more if you need/want them :)
http://www.zshare.net/download/headbrex-zip.html
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ok ive dled it, im gonna be busy until next week now so I will let you know.
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Cheers Mark
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well I am glad that this is moving on in some form :)
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Would be really cool if this works out. I dont know if you intended this to be a mod or to see if you could do it. In either case, if you plan on replacing all the crew models with better versions, It would most likely be the most downloaded thing ever.
Anyway, good luck and hope all goes well.
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Don?t worry guys, dad LC is doing some portings and such for something, i?ve done the borg and rommies already.
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dad LC
lol - who's your daddy?
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Don?t worry guys, dad LC is doing some portings and such for something, i?ve done the borg and rommies already.
nice not to be the only one bridge modding :P
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rob, an advice:
if you want it to be more realistic, I suggest you split the head into several groups where you want them to be evidently different, say, the ears. if you keep them welded to the head, the nif will appear smoothed in that part.
I don't know if that will affect the porting, since in bodies you need body joints and that's done in 3dstudio. but if not, give it a go, it might add better quality without extra polycount
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rob, an advice:
if you want it to be more realistic, I suggest you split the head into several groups where you want them to be evidently different, say, the ears. if you keep them welded to the head, the nif will appear smoothed in that part.
I don't know if that will affect the porting, since in bodies you need body joints and that's done in 3dstudio. but if not, give it a go, it might add better quality without extra polycount
if its possible lol :D
anywayz tnx rob :)
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I agree that this would be the most downloaded item when released lol
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Teaser...
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Teaser...
Very Very Cool Legacy,
Well then thats it...
The BC Community has upgraded everything There is to upgrade in BC....
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Teaser...
They look better close-up.
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They look awesome and everything but how are they going to effect uniform mods that have been released?
Will all uniform mods that have been released have to be redone or wont it matter?
And what about the upcoming BPCore Uniforms Module, how would it effect that?
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See this simply as a show off, there are still a lot of issues about compatibility that still need to be sorted out.
Compatibility with the current system and between the EF2 models and BC skeletons.
So, this is a long range shot yet, just a small teaser.
As for the current retextures, they won?t work with the new body nifs, but we?re working in a way that they can be isolated and you can work with one or another version with a single button press.
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See this simply as a show off, there are still a lot of issues about compatibility that still need to be sorted out.
Compatibility with the current system and between the EF2 models and BC skeletons.
So, this is a long range shot yet, just a small teaser.
As for the current retextures, they won?t work with the new body nifs, but we?re working in a way that they can be isolated and you can work with one or another version with a single button press.
Of course "old style" uniforms won't be directly converted to the "new style". But you can keep using the old style uniforms.
LC's new "default" uniform will be a subuniform for the currently default uniform. I'm looking on the best way to influence this (likely mutator based).
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can't wait to get my uniform on those :D
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See this simply as a show off, there are still a lot of issues about compatibility that still need to be sorted out.
Compatibility with the current system and between the EF2 models and BC skeletons.
So, this is a long range shot yet, just a small teaser.
As for the current retextures, they won?t work with the new body nifs, but we?re working in a way that they can be isolated and you can work with one or another version with a single button press.
Of course "old style" uniforms won't be directly converted to the "new style". But you can keep using the old style uniforms.
LC's new "default" uniform will be a subuniform for the currently default uniform. I'm looking on the best way to influence this (likely mutator based).
Yes Mutaor based , is the Best way to go, if the codeing will permit
(sorry I typed inside the mquote delimiter)
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Awesome! the cool part is there is a Picard Model in EF2 so you can replace him too.
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yeah exactly
we have a bolian in it as well, a asian woman so we are pretty sorted
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No Geordi? Or O'Brien? I'm asking because I haven't ever played EF2. I know from the demo that Data is in EF2, is he not?
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no, he isn't in the game, Tuvok is. Should be easy to make a new face for data and any other characters
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Crap. I know I played one of the EF game Demos, and I remember being Data on an abandoned station of some kind. Or maybe it was one of those dreams that seems like a memory.
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Crap. I know I played one of the EF game Demos, and I remember being Data on an abandoned station of some kind. Or maybe it was one of those dreams that seems like a memory.
Dont Forget everyone that There Are Re-textures of certain crew members on EF Files
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What would be awesome is an Elite Force Uniform Mutator (the one the actual team members wear)
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I plan on converting the Hazzard Team Gear too, just not at the first time, as for the other main cast, well, let?s say that you guys have no idea of what is coming.. lol
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Sweet!!!! I can hardly contain myself.
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Sweet!!!! I can hardly contain myself.
please try :lol:
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Okay, judgeing from the teaser pic on the previous page, it seems like you got the main crew models updated beautifully. Hows it going with the animations for them, if you even started them that is?
Would you be willing to show us a small vid of the new models animation W.I.Ps?
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Okay, judgeing from the teaser pic on the previous page, it seems like you got the main crew models updated beautifully. Hows it going with the animations for them, if you even started them that is?
Would you be willing to show us a small vid of the new models animation W.I.Ps?
They use the same bone structure as with the old ones, so no new animations needed. ;)
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Okay, judgeing from the teaser pic on the previous page, it seems like you got the main crew models updated beautifully. Hows it going with the animations for them, if you even started them that is?
Would you be willing to show us a small vid of the new models animation W.I.Ps?
They use the same bone structure as with the old ones, so no new animations needed. ;)
But the old models animations didnt have any modeled bits on them (ie: when a character is talking, the open mouth, closed mouth and open and closed eyes were only skinned on).
So if the new models wont need any new animations, that means they will look like their eyes are constantly open and also the mouths would look like they are wired shut, just the chin would move.
Or am I completely wriong on this, there for, suggesting that you have done new animations for their heads?
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But the old models animations didnt have any modeled bits on them (ie: when a character is talking, the open mouth, closed mouth and open and closed eyes were only skinned on).
So if the new models wont need any new animations, that means they will look like their eyes are constantly open and also the mouths would look like they are wired shut, just the chin would move.
Or am I completely wriong on this, there for, suggesting that you have done new animations for their heads?
Ok, question by question:
Yes, the old models don?t have the face modelled, and used a texture for them;
We also did not plan on redoing all the animations (imagine to reanimate all bridges!), but the fact is that the ponytail bone created by TG to move the character chin does the job for the mouth in a decent way. So, actually when the characters speak their mouth does open and move (just a matter of right skinning), just there are no different movement for different words. And yes, the eyes cannot be animated at all.
That?s basically because the skeleton TG used for the crew not the models itself
There?s no way to create new blinking animations to the models without actually changing the skeletons they did use for the game and add aditional bones to eyes and mouth sides, and i have not a exactly idea on how that would affect the prefab / actual animations, or even if that can be done without messing with the scripted part of the game, so i?m avoiding to try that.
But believe me, they don?t look silly as their mouth moves fine.
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He's right i'd actually say it looks better than the previous skinned version :)
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What about an alternate skin-colour texture for the eye, with a naming scheme so that when the game calls for the face to change to half-closed eyes, the eye texture is changed to the blinky(-bill) one?
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The eye texture in the EF2 chars are separated from the major face skin.. and it would also look wierd as some of that faces actually have eyelids. :?
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you dont really notice the lack of blinking in game - the models look far better like this
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The eye texture in the EF2 chars are separated from the major face skin.. and it would also look wierd as some of that faces actually have eyelids. :?
You'd have to be very close to notice. And since you're already converting the models, reassigning the eye textures to some empty corner of the face maps isn't really a big deal. That way you could get rid of the eyelashes when the eye closes (because you're only working with one map, you could have an "eyes closed" variant). Sure, you'd still have the ridges of the open eyelids modelled, but it'd only be for a split second, and you'd need to be close to notice.
Then again, all that effort for a split second feature... it's worth is debatable, but I'd say the bridge would feel strange with a bunch of beautiful staring zombies around you...? Worth an experiment, no?
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no
sorry dude but ive had these running in game and theyre a million times better then the stock ones, theres just no need to start messing with textures.
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That's cool.
I guess I seemed to be pushing it. It's not important. Keep up the great work :D
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That's cool.
I guess I seemed to be pushing it. It's not important. Keep up the great work :D
I understand the attention you have on the detail, but believe me, you won't notice the lack of blinking.
I always get amazed on how the guys look immensely better with this new look.
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with all the mods coming out together with this addition we might as well call it BC2 ;)
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with all the mods coming out together with this addition we might as well call it BC2 ;)
:lol:
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Ha! We would probably get sued :P
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Call it "BC 2.0- Bigger and Better" then?
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More screenshots would be... just... unimaginably great!
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They use the same bone structure as with the old ones, so no new animations needed. ;)
But the old models animations didnt have any modeled bits on them (ie: when a character is talking, the open mouth, closed mouth and open and closed eyes were only skinned on).
So if the new models wont need any new animations, that means they will look like their eyes are constantly open and also the mouths would look like they are wired shut, just the chin would move.
Or am I completely wriong on this, there for, suggesting that you have done new animations for their heads?
Smeg, this one is for you: They do blink now.
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Smeg, this one is for you: They do blink now.
:shock: Aw...so...me.....
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one thing you guys might want to consider is all of the new skins and models done for EF2 that are on EFFiles. i have a picard, a riker, data, worf, tons of em. you could virtually have any person you wanted in your bridge. you dont have to be limited to the stock EF2 models.
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one thing you guys might want to consider is all of the new skins and models done for EF2 that are on EFFiles. i have a picard, a riker, data, worf, tons of em. you could virtually have any person you wanted in your bridge. you dont have to be limited to the stock EF2 models.
Who said we plan on doing so? But we do our stuff. hehe
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we already considered that :lol:
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:O
awesome. well I know you are going to use Picard :P Why not? lol.
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Call it "BC 2.0- Bigger and Better" then?
surely, "Bridge Commander : The Next Generation" :lol:
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or star trek excalibur maybe?
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sounds like a good title mark...i'd go with that one..lol
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Star Trek Bridge Commander: The Wrath of Legacy (Wrath of Vista?)
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Star Trek Bridge Commander: The Wrath of Legacy (Wrath of Vista?)
Well, right now they don't blink anymore, just crash.. lol
Time to scratch everything and start over.
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If i could I would send you some cookies, coffee, and a nice card.
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I have to ask are you going to be texturing some of the EF Models to look like the current Bridge Crew.... because despite the extream stupidy and thier various levels of incompetance.... i think i'd kinda miss them if they wernt there. if not i suppose i can always start making my own crew textures...