Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Mark on January 08, 2007, 03:14:10 PM
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I am waiting on a couple of things before attacking the intrepid - in the mean time I decided to bring the nebula bridge up to scratch.
I would like to take this opertunity to congratulate Captain Elgy on a superb set of LCARs for this bridge, he has saved me alot of time - and done an awesome job at the same time.
Now for changes:
- Resized Ops and Conn
- Remapped all LCARs
- Replaced all LCARs
- Captains Chair arms no longer mapped to the same texture as helm pillars
- Retextured pretty much the entire bridge
- added LMs to the side doors
- Sorted out status panels (which will hopefully use BP Map Swapping)
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Looks awesome some more textures on the back of the consoles in the final shot perhaps but those lcars are the sex.
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awesome!!
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OH goody , a new bridge :D
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cool, i was wondering when something would start up.
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While it does look freaking awesome there was always one thing that bugged me about the present version on bcfiles.com
It is partially noclipped. Meaning that if you use WalkFX to get off the captains chair and 'walk' to the MSD display, you would not have an 'up the steps behind the chair' effect so it essentially looked like you were crawling like a baby. Will this be fixed for this version?
I was hoping that the Intrepid Bridge v3 was going to be the next bridge released but this one will also have my download.
All we need now is the Scimitar bridge. I know we probably wont get a Scimitar bridge but would be cool if you did it as a secret project like with your secret Galor bridge that you told no-one about before releasing it.
My fingers are now very tired :mrgreen:
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It is partially noclipped. Meaning that if you use WalkFX to get off the captains chair and 'walk' to the MSD display, you would not have an 'up the steps behind the chair' effect so it essentially looked like you were crawling like a baby. Will this be fixed for this version?
I dont see why that is as i dont see the floor extending under the steps, but if that is the case im afraid it wont be fixed.. too busy to be cutting up floors im afraid.
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It is partially noclipped. Meaning that if you use WalkFX to get off the captains chair and 'walk' to the MSD display, you would not have an 'up the steps behind the chair' effect so it essentially looked like you were crawling like a baby. Will this be fixed for this version?
I dont see why that is as i dont see the floor extending under the steps, but if that is the case im afraid it wont be fixed.. too busy to be cutting up floors im afraid.
Shame. Ah well, still looks fraking awesome Mark.
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Been waiting for a good Nebula Bridge :)
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Shame. Ah well, still looks fraking awesome Mark.
I will have to check tho, i swear when i was testing it was working ok
edit: ok so thats definatly got a clip problem, ill check the mesh and see what a job it would be
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I would like to take this opertunity to congratulate Captain Elgy on a superb set of LCARs for this bridge, he has saved me alot of time - and done an awesome job at the same time.
You're welcome Mark, and weldone to yourself on the bridge colour and textures. I especially like the lightmaps around the doors and on the bridge floor, I could never get the shadow depth quite right with my textures.
Regardless, this is easy on the eye, and it looks like a canon Starfleet Bridge!! 8)
Here's my formula for a BC Bridge!!
Nice Textures + Canon Starfleet Look = GREAT BRIDGE!! :D
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Sorry to chirp on but in the 3rd image the back of the consoles looks untextured too me.
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Basically that part is mapped on the Y axis, which means all details are on the sides and not the front, since the front has nothing on it it shouldnt be a problem.
The front is still the correct colour etc so im not sure why it should be a problem
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yes, and it looks like you fixed the light fixtures in the back too.
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Hi guys - can some of you try out this nebula bridge (http://www.mdward.f2s.com/beta.rar)? i think its ready but i need to know of any issues (other then felix's animations going thru the console some times)
NOTE: IF YOU HAVE NEBULA BRIDGE V1 OR V2 INSTALLED YOU MUST DELETE FILES WITHIN 'data\Models\Sets\nebulabridge' BEFORE INSTALLATION.
Thanks
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I got a copy Mark, lettin you know
nebule bridge v3
I had to restart the game twice , first time I was bounced out to desktop
(sometimes that needs to be done, espacially if there is an Old pyc file
laying around gives the game engine a chance to overwrite the OLD pyc)
didn't know which one to delete
all in all it looks very well, not taking into account the bugs you know aboutal-ready
it looks very well in game
I have been on the bridge twice, no conflicts with the ability to fire, no conflicts with giving commands to crew (menus are fine)
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wow this bridge is beautiful!!!! i absolutely love it!! :)
there were a few slight things tho; they are barely even worth mentioning (compared to all the improvements) and it's prolly something that has always been as such and i never really noticed and may be unable to be "fixed"... i didnt grab screenshots, altho i can if youd like...
the walkfx still has issues, as far as behind the captain's chair you're at knee-level with everyone...
i noticed that the bridge will sometimes spawn the same extra character, as tho there are twins on the bridge...
the rear doors split down the middle, it seems maybe they look like they would open from one side to the other like on the defiant bridge?
when i look down while sitting in the captains chair, it seems i might be a touch too far back...
sometimes the characters (i noticed Kiska, MIguel and the extra to the left of the captain chair, near Brex) will miss the consoles in their animations when they are "typing" at their consoles...
when hitting f2, the camera looks over at felix, which is fine - but sometimes when youre manually firing while on the bridge, it's seems more useful to have the viewscreen centered...
i changed the code for my own install in the NebFelix py
pNebFelix.SetLookAtAdj(1, 0, 75)
these are really deep nitpicks, and i personally am fine with them... but figured i should throw them out there anyway... and im sure you know of them... please dont kill me :) *ducks and runs*
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i noticed that the bridge will sometimes spawn the same extra character, as tho there are twins on the bridge...
actually, i just realised this is something that always was, so ignore that point...
the rear doors split down the middle, it seems maybe they look like they would open from one side to the other like on the defiant bridge?
same there
when i look down while sitting in the captains chair, it seems i might be a touch too far back...
same there
actually, just ignore my posts altogether lol :idiot :v:
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i noticed that the bridge will sometimes spawn the same extra character, as tho there are twins on the bridge...
actually, i just realised this is something that always was, so ignore that point...
the rear doors split down the middle, it seems maybe they look like they would open from one side to the other like on the defiant bridge?
same there
when i look down while sitting in the captains chair, it seems i might be a touch too far back...
same there
actually, just ignore my posts altogether lol :idiot :v:
Except the WalkFX part LOL
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i think this is a 200% improvement over the old bridge - if i was working on a new set then i would make sure walkfx worked - but this is an old set thats been given a make over so I am not going to worry about those details too much, Im going to move on to the intrepid while im still fresh.
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those pics of mine were from the older version 2.? of walkfx, I have not bothered to upgrade yet :D
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those pics of mine were from the older version 2.? of walkfx, I have not bothered to upgrade yet :D
If you upgrade to the WalkFX in BCS, you would get the same result. The way Mark said it, its a problem with the mesh of the bridge itself since it isnt a new mesh. If someone was able to make an add on for this bridge to fix the clipping problem when using WalkFX, that would be ace.
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Is the reason why it messes up obvious when you look at the model Mark? or is it some other strange issue?
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hell yeah cool :D
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The only issue I have is that Red Alert seems to make the Bridge too dark. Maybe lighten the color by 1-3% or so, not much.
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Is the reason why it messes up obvious when you look at the model Mark? or is it some other strange issue?
Yes, the floor extends under the steps.. I might be willing to do something about it if it was just the lowest level, but there are two layers that would need adjusting - and its not a simple shape adjustment as I had hoped, if i were to do it - it would mean:
- 1: Reshape the floors
- 2: Remap The floors
- 3: Re Lightmap the floors
I will talk to LC and ask to see if there is a quicker way of doing it then what I am thinking, but i really dont feel its worth the effort.
The only issue I have is that Red Alert seems to make the Bridge too dark. Maybe lighten the color by 1-3% or so, not much.
It doesnt work like that im afriad - not unless I go through the bridge and lighten EVERY light map, Besides it was a very dark set at red alert
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Oh well, I'll deal with it then xD. Now that I think about it, it was very dark, but wasn't it just a redress of the Galaxy Class Battle Bridge? Still, love the bridge man.
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Oh well, I'll deal with it then xD. Now that I think about it, it was very dark, but wasn't it just a redress of the Galaxy Class Battle Bridge? Still, love the bridge man.
most of them were at that time lol... I wish it was a simple matter of changing a script or something, sadly we just dont have that kind of control.
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To reiterate Mark's point this is the BC Lighting system (when using scripts) applied to _all_ the objects in a bridge set:
(http://i18.tinypic.com/4h331fo.jpg)
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To reiterate Mark's point this is the BC Lighting system (when using scripts) applied to _all_ the objects in a bridge set:
(http://i18.tinypic.com/4h331fo.jpg)
L.J has been swimming in blood again LOL.
But yeah, the lighting system for the red and yellow alert modes on the present Nebula bridge always killed it for me. Hey, how come Mark is being left all on his own to re-do this bridge? It doesnt seem fair...
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sean is busy with life atm, besides he remapped the LCARS for me a few months back..
There just isnt enough of us left any more lol, im considering training up somone else - but we will see how things go over the coming months.
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Just wish I had that kind of talent...
and patience...
Nice work guys...
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ok here is what i hope to be the final build - just need you guys to test it for me :P
http://www.mdward.f2s.com/Nebulav3.rar
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ok here is what i hope to be the final build - just need you guys to test it for me :P
http://www.mdward.f2s.com/Nebulav3.rar
Got it,
do we need any special instructions, (other than delete the data models [folder]?)
((( data/ Models/ Sets/ nebulabridge )))
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Marvelous Bridge, however I did notice a minor detail, the plaque says USS Farragut, but the MSD says USS Explorer
other than that detail it was great lookin, (oh blast I didn't look that close at Brex's or Miguel's displays)
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oh thanks - forgot to fix that :P