Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Lurok91 on April 07, 2010, 08:58:35 PM

Title: Runabout - BETA release
Post by: Lurok91 on April 07, 2010, 08:58:35 PM
Just a quick mod of front to see if could potentially work, and comparison with Newman's (color pic).  Main issues windows but never going to be as wide as we'd like  :)  

If anyone interested in lcars, or modelling standing console (3ds)...
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on April 08, 2010, 01:52:53 AM
LCARS ? please  :P
Title: Re: Runabout (type 11 remodel) WIP
Post by: tiqhud on April 08, 2010, 10:03:29 AM
have to watch this.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 08, 2010, 07:28:44 PM
Just fiddling more with this (and Neb Warbird).  Widened windows slightly, added new side-sections as per original. Just used old T11 textures to give atmos (obviously mapping all screwed up now).  Will have to remap, retex. 

Anyone else love how big the Sabre looks in the cockpit? :)  Really get a sense of scale of Runabout to ship...
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on April 08, 2010, 07:44:24 PM
Quote
Anyone else love how big the Sabre looks in the cockpit? smile  Really get a sense of scale of Runabout to ship...
I'd have to agree.

Runabout is coming along beautifully, and I'm eagerly awaiting the Warbird.  :D
Title: Re: Runabout (type 11 remodel) WIP
Post by: JimmyB76 on April 08, 2010, 08:08:17 PM
indeed - the runabout is shaping up very nicely  :D  :thumbsup:
but Data (is that Data?) needs a major sun tanning :P
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 09, 2010, 06:34:13 PM
indeed - the runabout is shaping up very nicely  :D  :thumbsup:
but Data (is that Data?) needs a major sun tanning :P

Yes, that's my Data  :)

Update: remeshed and retex'd (obviously still WIP), no lm yet.   Trompe l'oeil reardoor while wait for feedback as to whether further modelling etc (would anyone actually go in the back?  :))   Colours/feel  as per Season 6 Runabout.  

Bones - blank LCAR placers ready as and when you might want to work on them...

EDIT:  updated pictures with new ceiling texture and rear wall lights...
Title: Re: Runabout (type 11 remodel) WIP
Post by: tiqhud on April 09, 2010, 07:09:24 PM
ohhhh gosh, that's Nice
Nice ,nice, Nice ,nice, Nice ,nice, [did I say that is nice?]
Oh almost fogot the cookie
Title: Re: Runabout (type 11 remodel) WIP
Post by: Kirk on April 09, 2010, 08:07:37 PM
I would model in the back. With WalkFX, most people will at least want to explore it.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on April 10, 2010, 12:27:00 AM
You're on the road, I love it!  :yay:
Title: Re: Runabout (type 11 remodel) WIP
Post by: leemason on April 10, 2010, 06:31:08 AM
If you`re going to do all of the interior here is a deck plan to help because if you are going off Newmens old attemp, his version seemed to have a whole section missing.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on April 10, 2010, 07:28:34 AM
indeed - the runabout is shaping up very nicely  :D  :thumbsup:
but Data (is that Data?) needs a major sun tanning :P

Yes, that's my Data  :)

Update: remeshed and retex'd (obviously still WIP), no lm yet.   Trompe l'oeil reardoor while wait for feedback as to whether further modelling etc (would anyone actually go in the back?  :))   Colours/feel  as per Season 6 Runabout. 

Bones - blank LCAR placers ready as and when you might want to work on them...
great work on the model... lol I never thought that t11 and danube are sooo similiar... oh well reused set :P

sure just send me blanks and I'll take care of them ;)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 10, 2010, 03:25:31 PM
If you`re going to do all of the interior here is a deck plan to help because if you are going off Newmens old attemp, his version seemed to have a whole section missing.

Thanks  :)  There are obviously several variants but this is as good as any. I'm not sure my modelling skills up to rest of ship yet - not in short term anyway, lol - so would be lot quicker if either someone else could have a go or there was any way we could port the Excal/Newman rear section.

great work on the model... lol I never thought that t11 and danube are sooo similiar... oh well reused set :P
sure just send me blanks and I'll take care of them ;)

Will do soon. Condolences on your day of national mourning too.  As well as runabout, this bridge could also give us STV Galileo, Generations TNG Shuttle, Peregrine cockpit and Maquis Raider.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on April 10, 2010, 05:20:55 PM
If you`re going to do all of the interior here is a deck plan to help because if you are going off Newmens old attemp, his version seemed to have a whole section missing.

Thanks  :)  There are obviously several variants but this is as good as any. I'm not sure my modelling skills up to rest of ship yet - not in short term anyway, lol - so would be lot quicker if either someone else could have a go or there was any way we could port the Excal/Newman rear section.

great work on the model... lol I never thought that t11 and danube are sooo similiar... oh well reused set :P
sure just send me blanks and I'll take care of them ;)

Will do soon. Condolences on your day of national mourning too.  As well as runabout, this bridge could also give us STV Galileo, Generations TNG Shuttle, Peregrine cockpit and Maquis Raider.
I'm not quite sure if full deckplan would serve any good use in BC...

But as far as STV Galileo or SC-4 (Janeways shuttle with funky LCARS/TCARS crossover) or any TNG shuttle I'm always up to some cool displays... so count me in ;)

thank you... it will take a week... afterall he was a president, along with him whole presidential office  and some solid politicians as well as Polish heroes who helped this country a lot are gone.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 13, 2010, 02:19:33 PM
New standing console courtesy of Prime.   Thanks Prime  :)   Bones will be working on lcars...

EDIT: new screenshots with mapping prob fixed... lm wip; temp lcars
Title: Re: Runabout (type 11 remodel) WIP
Post by: Villain on April 18, 2010, 03:26:09 AM
Looking very nice bud! Glad I could help. :)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Billz on April 18, 2010, 07:33:06 AM
How come the center console has no colour now?  :idk:

Otherwise, it looks fab.

I think your Science Officer needs a some medical attention for his arm!  :funny
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 18, 2010, 01:30:50 PM
How come the center console has no colour now?  :idk:

Just a mapping prob need to fix  :)   (EDIT: fixed pics posted)
Title: Re: Runabout (type 11 remodel) WIP
Post by: hobbs on April 18, 2010, 03:17:09 PM
cool i like this, we've needed this for ages :dance :yay:

will you as the captain be stood at the centre console?

and just to say... :bow: wow you doing good work
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on April 18, 2010, 03:25:54 PM
Quick question: Are you going to do both an early DS9 and late DS9 version of the cockpit or just one? Whichever you decide is cool I'm just curious.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 18, 2010, 03:30:11 PM
will you as the captain be stood at the centre console?

Yes, if can figure out rescripting position  :)  Next question then is whether to put Brex or Saffi at vacant position, again if can rescript.

and just to say... :bow: wow you doing good work

thanks. But only really building on others good work. And with help of Prime, Baz, Jimmy, Barihawk, Bones...

Quick question: Are you going to do both an early DS9 and late DS9 version of the cockpit or just one? Whichever you decide is cool I'm just curious.

This is the late DS9 version and undecided yet on early version.  Guess see how this goes down first when finished...
Title: Re: Runabout (type 11 remodel) WIP
Post by: Villain on April 19, 2010, 06:08:55 AM
I could always whip up a transporter pad if you so choose, bud!  :thumbsup:

I know who I'm nominating this month.  :angel
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 19, 2010, 07:03:10 AM
I could always whip up a transporter pad if you so choose, bud!  :thumbsup:

Thanks Prime.  That would be great  :)   Can use in early and late versions, so useful....
Title: Re: Runabout (type 11 remodel) WIP
Post by: leemason on April 19, 2010, 09:53:29 AM
This is just getting better and better every update. As for motm, I have a feeling Lurok91 will be popping up a lot this year :bow:
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 19, 2010, 04:23:52 PM
Just some further minor revisions (lightmap changes, floor hatch, etc)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on April 19, 2010, 05:10:42 PM
Very cool, although I have to admit the screens by the door look a little to rectangular, they should be a bit more square.

Quote
Yes, if can figure out rescripting position  smile  Next question then is whether to put Brex or Saffi at vacant position, again if can rescript.
I'd stick Brex in the vacant seat and stuff Saffi in the transporter pad, but that's just me  :evil: If you do get the aft section modeled in you could throw her back there, out of the way  :)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Villain on April 20, 2010, 06:55:09 AM
Logic would dictate she'd be keeping an eye on the main ship/station, perhaps you could do as is in the Type 11 (If you figure out positions) but instead, have her accessed by clicking at the standing console. Would help give the feel you're contributing something while your team busily clicks away. ;)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 20, 2010, 06:59:44 AM
Minor update:  

Brex now in spare seat.  Have rescripted basecamera start to behind standing console (more or less as pic), so viewscreen direct ahead.  But...

When load into bridge, eyeline starts still off to left (as Type11 bridge) rather than straight ahead to viewscreen. It's a minor thing, as once move mouse you're pretty much dead on.  But just wondering if anyone knows how or if can adjust eyeline start from 'looking to right'   to straight ahead.  

As for Saffi...I did wonder whether there was a way to call her menu up if click on standing console (her voice is muted).  Any thoughts how this done?

If and when rear ever gets built (have a lot of other things to do first, lol)  I'm sure she'll be happy there  :)

Title: Re: Runabout (type 11 remodel) WIP
Post by: JimmyB76 on April 20, 2010, 08:34:37 AM
a few years ago, i asked mark a very similiar question about the galor bridge's viewscreen being offcenter...
i dunno if his thoughts on that particular matter might help in this instance...
http://bc-central.net/forums/index.php/topic,3300.0.html

As for Saffi...I did wonder whether there was a way to call her menu up if click on standing console (her voice is muted).  Any thoughts how this done?
just guessing here, but what about the SetLocation and/or SetLookAtAdj in the script?  :idk:
Title: Re: Runabout (type 11 remodel) WIP
Post by: Nebula on April 20, 2010, 09:33:40 AM
Can't you take a look at the last shuttle bridge released? IIRC that was done.
Title: Re: Runabout (type 11 remodel) WIP
Post by: hobbs on April 20, 2010, 02:29:06 PM
will you as the captain be stood at the centre console?

Yes, if can figure out rescripting position  :)  Next question then is whether to put Brex or Saffi at vacant position, again if can rescript.

awesome.. i see you have done it :) cooolness

(now we just need to open the airlock when no one is looking and get rid of the crew and have just me in command!!! :evil:)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on April 21, 2010, 03:19:28 PM
Just to let folks know:  been fiddling with crew placements and anims (bridge looks a 'little' bigger now they've moved over, lol).  But more importantly, Prime offered to model additions. Has already done transporter (looks great) and is working on rear section. 
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on April 21, 2010, 04:12:36 PM
Good news  :yay:
Title: Re: Runabout (type 11 remodel) WIP
Post by: andyp on April 21, 2010, 06:28:07 PM
i would recommend checking out star trek blueprints (http://"http://www.startrekblueprints.com/") they have the blue prints for the rear area, and then follow the link from there to the okudagrams forums, cause they have the lcars for the **** pit in there somewhere

this is the best i could do for ripping it from the site
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on April 28, 2010, 05:42:58 AM
Update on LCARS :

here's first finished set of helm controls, color scheme fits early DS9 (beige,yellow,blue)

more coming soon ;)

pardon blank surroundings, I have only basic textures needed to preview displays (no LMs) :P
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bren on May 01, 2010, 09:25:20 PM
I was wondering if the forward window frames were going to make an appearance? If I recall correctly, there were rounded frames inside the cut-out area.

This is looking great as a proof-of-concept project, but I think it'd bee a good idea to take a close look at the blueprints (if the cockpit blueprints are available) and some screengrabs over at TrekCore, as the proportions of various parts of the model need tweaking (for example, the port and starboard portholes appear very large indeed).

I applaud your inventivness, you have single-handedly kick-started the bridge modding scene here! :yay:
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on May 11, 2010, 06:40:30 PM
wow...just wow, i cant w8. good luck on getting this extremely faboulous bridge/cockpit finished and for the love of everything holy,DONT GIVE UP ON IT!
Title: Re: Runabout (type 11 remodel) WIP
Post by: Villain on May 19, 2010, 10:52:14 AM
A small update from me, and partial request...

I'm moving along on the rear section (Extra 'cubicles' only missing part of their work panels, bunks need door-things added on, rear section with the table still to be done). I can't, however, find any decent images of the ceiling, which deviates from the cockpit section from what I can tell. Does anybody remember specific episodes that show the aft section? Anything that gives a hint of the roof would be greatly appreciated, I promise!  :)

Model is a big mess right now, but when it looks a little more complete I'll throw up some renders.

Lurok mate, I'm considering using the window covers for the rear windows, unless you had any plans to use a starfield or something?
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on May 19, 2010, 11:42:08 AM
Thanks Prime... and well done  :)   For advice on rear only thing I can suggest is Newman's old thread here, where he posted pics of his rear section ( :funny).   As for rear windows, I'll throw that one open to forum.  But probably less of a pain if windows closed. 
Title: Re: Runabout (type 11 remodel) WIP
Post by: Morgan on May 19, 2010, 12:46:07 PM
Does anybody remember specific episodes that show the aft section?
Unfortunately the aft section only shows up in the one TNG episode. DS9 never showed it once.
Title: Re: Runabout (type 11 remodel) WIP
Post by: deadthunder2_0 on May 21, 2010, 12:17:14 AM
the one with the warbird, and enterprise frozen in time?
Title: Re: Runabout (type 11 remodel) WIP
Post by: andyp on May 21, 2010, 01:10:23 AM
Does anybody remember specific episodes that show the aft section?
Unfortunately the aft section only shows up in the one TNG episode. DS9 never showed it once.

not true, they took it apart and used it in that one episode where sisko falls in love with that one chick's psychic twin, and she is married to that one scientist who is trying to jump start a dead sun.

i believe the episode is called second sight.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Villain on May 21, 2010, 06:55:16 AM
Thanks a bunch! These'll come in real handy!
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 04, 2010, 03:47:24 PM
this is going very well, i have some high detail LCARS i could put into it(mainly for more of a voyager feel) but it would look extremely good on this bridge, give me a bell(PM) if you want me to do em.
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 05, 2010, 04:14:30 PM
thx lurok, how it been goin so far?, can you post some progress pics to wet our abetites a bit more? one problem, most of them are too slanted for me to edit....
Title: Re: Runabout (type 11 remodel) WIP
Post by: tiqhud on July 05, 2010, 08:23:55 PM
thx lurok, how it been goin so far?, can you post some progress pics to wet our abetites a bit more? one problem, most of them are too slanted for me to edit....
\
Now your new here , the modeler will post updates, when he has them, So in order to Avoid frustrations in the future, Please NEVER ask for an Update.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 06, 2010, 05:56:41 AM
While retexturing your LCARS I found that centre helm console as well as both side stations has distorted screens and keypads .... any chance to fix it ??? so far I've been able to complete whole forward console set (Helm + centre consoles + nav + keypads for each side) and some basic shapes for side consoles and aft screens tho they are far from complete.

I'm just reminding you that I'm still here and breathing  :thumbsup: although my progress is close to zero due to holidays and some school exams (they are real pain in back) ... as stated in my sig I'll be fully back into modding after 15th august ;)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on July 06, 2010, 07:38:04 AM
While retexturing your LCARS I found that centre helm console as well as both side stations has distorted screens and keypads .... any chance to fix it ??? so far I've been able to complete whole forward console set (Helm + centre consoles + nav + keypads for each side) and some basic shapes for side consoles and aft screens tho they are far from complete.

I'm just reminding you that I'm still here and breathing  :thumbsup: although my progress is close to zero due to holidays and some school exams (they are real pain in back) ... as stated in my sig I'll be fully back into modding after 15th august ;)

Hi Bones.  Thought you were on sabbatical  :funny.   Could you post a pic of the problems you mentioned?   If it helps at all, pressure is off on Rotarran bridge - have adge's lcars to use (and also on Warbird) so looking to release soon.  But still waiting for dam and floor textures on Entbridge  :)
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 09, 2010, 01:29:55 PM
to be honest lurok, the lcars in this picture:
(http://bc-central.net/forums/index.php?action=dlattach;topic=7293.0;attach=40989;image)
look alot better than the ones you have now.
actually to be honest, this one looks like a better version overall, if you have the texture files for that version, could you send em to me(link in pm) so i can try something on the type 11 cockpit with em?
Title: Re: Runabout (type 11 remodel) WIP
Post by: Kirk on July 09, 2010, 03:00:34 PM
Dude, that's newman's bridge he was using that as a reference.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on July 09, 2010, 03:11:56 PM
Dude, that's newman's bridge he was using that as a reference.

lol  :funny

actually to be honest, this one looks like a better version overall

as Kirk said, that's newman's danube, which he was going to release for BC but decided to port to Excalibur instead.  And was much further along as a WIP then my Runabout.   So you'll have to wait a while for that better version  :)  Whether it's better or not is for BC community to decide. Neither is finished or released.  And not meaning to sound rude, but can we drop the lcars discussions now?  Feel like going round in circles  :D
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 09, 2010, 05:34:06 PM
DOH!!!!, not again, im giddy and i keep confusing myself.....but i think he had the right idea on those lcars(getting of lcars subject now) it only the ones on those 2 screens next to the view ports at the front....well, hope your danube works properly with working alerts.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 11, 2010, 11:26:18 AM
DOH!!!!, not again, im giddy and i keep confusing myself.....but i think he had the right idea on those lcars(getting of lcars subject now) it only the ones on those 2 screens next to the view ports at the front....well, hope your danube works properly with working alerts.
geez, I'm working on those LCARS... just scroll down (or up ... I have reversed post order :) ) for pics :roll they are all proper early DS9 blue/yellow/white LCARS with TNG blue/violet/pink/orange/yellow animated screens ;) tho I'm right now on vacation and I've ceased all my projects for the time being.

here's the issue I have on both sides of the screens and keypads, front is looking good so far, no mesh problems or distortions, have a look at completed front stations (helm, nav, central panel)
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 11, 2010, 02:44:16 PM
wow awsome work!!! (cookied for these), i think that issue is because the original LCARS were slanted, have you slanted yours to match how the originals were?, if not that may fix it, ive had a few weird texture issues myself with one of my WIP's which still failed because i lost thing....
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 11, 2010, 03:52:42 PM
nah, I tried slanting with PS tho it gets even more messy, I can't find the exact line... I don't know how much of a problem will be fixing the model, sure thing I could eventually find a way to adjust textures but that would impare quality and make retexturing almost impossible/ painfull ;)

thx for compliments ;)
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 11, 2010, 04:34:37 PM
have you tried using paint .net, in fact, send me the textur(s) your having trouble on and ill see if i can have a crack at em, to see if i can get it to work, then ill pm you a link back to my edited one and you see if it worked, and compare it to yours.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 11, 2010, 05:29:58 PM
I would let Lurok have a look at the model first, this is clearly model issue ;) wasting time on 'ruining/fixing' textures should be our last resort :P
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 11, 2010, 05:39:48 PM
hey if its anything like what happened on my type 11 retexture id be happy to "try" and fix it, if it doesnt work it doesnt work(be sure to back up first), anyways thats looking brill, i cant wait for the first release of this, its gonna be amaizing, and fun to use.
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 11, 2010, 06:22:04 PM
you can try ;) http://dl.dropbox.com/u/3658970/science.rar
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 12, 2010, 03:19:31 AM
here try this http://www.yourfilelink.com/get.php?fid=555838
i couldnt get an exact size match but i got it to slant like the original texture does, i think lurok put the texture image to the size it was for a reason too.
anyways lemme know if this helped k?
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 12, 2010, 06:47:33 AM
nah, unfortunately no but thanks for the effort ;) ... the problem is the same as I encountered on some of my kitbashes (Sobieski / Cortez class), mesh somehow distorts mapping and this cannot be fixed easyli by distorting texture, here's a pic below, red line is where it bends, most likely it is foulty vert/poly whatever this triangular stuff is called  :funny (they tend to mess up during remodelling or smoothing.
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 12, 2010, 11:24:01 AM
aww damn it.....well at least i got the texture in how lurok did......
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on July 12, 2010, 02:24:06 PM
geez, I'm working on those LCARS... just scroll down (or up ... I have reversed post order :) ) for pics :roll they are all proper early DS9 blue/yellow/white LCARS with TNG blue/violet/pink/orange/yellow animated screens ;) tho I'm right now on vacation and I've ceased all my projects for the time being.

here's the issue I have on both sides of the screens and keypads, front is looking good so far, no mesh problems or distortions, have a look at completed front stations (helm, nav, central panel)

I see, Bones  :facepalm:   When I get a moment I'll get back into that model and try and sort out those UVWs for you.  Could be fiddly but will do best.   Front ones looking v nice  :thumbsup:
Title: Re: Runabout (type 11 remodel) WIP
Post by: Bones on July 15, 2010, 01:10:37 PM
Ok as I have some spare time inbetween holiday trips I was able to move on with LCARS a little bit, also I've replaced doors and windows texture, working on floor ATM. Although there are no distortions on screens no more there are some other model errors I'd like to point out : so there are some problems with right side window shield cuz it got cut out a bit, some rought verts on both sides of the corner helm stations and some minor mapping issues but these could be adjusted from texture, here are pics (still working on updating lightmaps)
Title: Re: Runabout (type 11 remodel) WIP
Post by: Lurok91 on July 15, 2010, 01:41:41 PM
oooh...nice work  :D    And major  :hithead: to me for mesh errors.  Tbh, when started this was a bit of a 'let's just throw this together to see if it can work'  approach rather than painstakingly building a model from scratch.  And I really didn't pay as much time on it as I have on others.  Now it's coming together, will try and fix those little errors (ps:  know about window prob, and will fix that easily) and the dodgy lightmaps  :facepalm:   And I need to give you some new fixed UVWs  (like a flip on the tactical side large panel)

Thanks for all work so far and looking forward to incorporating.   The extra retexturing (doors etc) a nice bonus  :D.    Hoping Villain/Prime still interested in the rear section when he has a break from his shipbuilding lol.  I know he said he'd started on it.   One small favour:  as this is the late variant Runabout, any chance you might be able to do the large front-side panels like pic?  Looks like three LCARS/monitors sharing large panel rather than one large screen.   But in your hands... :D  

How do you and others feel about reflections on LCARS?   Think work on some bridges, less so on others.   Because this quite a bright bridge, feel justified.  
Title: Re: Runabout (type 11 remodel) WIP
Post by: flarespire on July 15, 2010, 01:50:22 PM
bones that awsome, and lurok, have you thought of releasing one without the aft section and one with (one withought having closed doors that would lead to aft) and have it set up so anyone who doesnt need to be there ends up muted and as a controll panel?
because i dont think pc's (like mine) that are more low edn would handle the aft section(cpu wise),and we dont wanna miss out on this one!
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: hobbs on July 15, 2010, 01:57:29 PM
i agree with that sentiment.

very cool bridge

 :bow:
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 15, 2010, 02:09:20 PM
lol hobbs, and lurok if it was just noticable reflections without the crew in it because it would get annoying if it had BC's default crew in reflections and your playing as the ST excalibur crew or retextured the default crew.
and you and bones both rock. :yay: :bow: :yay:
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Kirk on July 15, 2010, 02:55:50 PM
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: JimmyB76 on July 15, 2010, 03:08:13 PM
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.
i agree...
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Bones on July 15, 2010, 03:10:11 PM
I personally hate baked reflections. With WalkFX, they just stick out and look worse when you move around. Maybe if you made it very subtle, almost like Vavle's cube maps, then it would look good, but most of the bridges I've seen have reflections that just look rubbish.
I could throw reflection like mist into lcars, the way 3rd era team did on Intrepid v.3 bridge, what do you think about that ? they aren't really reflections but still they add a little more life to them :P

Don't worry Lurok, I'll deal with modifications, my idea was to make early DS9 runabout and then the one that appeard later (stand station, transporter pad, different LCARS, more screens) so I'll first finish this one and then modify it ;)

I'll make door texture instead of corridor pic and see how it turns out.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Lurok91 on July 15, 2010, 03:23:31 PM
Thanks, J & K.  I raised reflections because I've got mixed feelings too, and def no crews-in-reflection, but I think if done subtlely can help lift a bridge.  Like in the Type9 I'm working on, think def helps.  Mainly because viewpoint is seated at tactical.  But I see your points and I'll be interested to see what Bones can come up with...
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 15, 2010, 03:24:55 PM
nice and bones i think thats gonna look good
i hope the low end version get released asap as i might do a bridge commander movie with it in...
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Kirk on July 15, 2010, 05:10:41 PM
Lurok, I would take the level of reflection down quite a bit and soften it up a lot. That way the lack of a character model isn't quite as noticeable and it makes the display look more functional. I know that having that massive reflection on my screen would making my job much harder.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Villain on July 15, 2010, 05:14:06 PM
Actually, I had been thinking about the runabout bridge recently, I'll drop some renders here, possibly tonight, after I put the table in.

Flarespire: The Runabout/T11 bridge as it stands is quite small in terms of polycount, the back end of the 'bridge' wouldn't put any noticeable strain on your PC if you can play on normal bridges, which I assume you can.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 15, 2010, 05:21:39 PM
yeah but if you think most people have larg install, and some pc's (like mine) usine bridges like the runabout in fill can cause a strain on the cpu after using QB and having lagged load ups, so having a "bridge only" runabout set is a good idea, villain. as an extra release or a runabout bridge pack.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Villain on July 15, 2010, 05:27:53 PM
I run mine on an old sempron with two burnt out ram slots. Incidentally it's the same pc I use to do my 3d work. Trust me, it'll work just fine.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 15, 2010, 05:34:16 PM
trust me it isnt, the only reson your still runs is because it has 2 built in RAM boards in the motherboard(not in the slots but an actual part of it) and my install is around 6GB and most for most people 7GB is the limit, even on new pc's, the lagg on the load up conbined with good quick battles can slow things down so its a good idea for the lower end pc's villain. plus some people may only want the "bridge" and nothing else.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Bones on July 15, 2010, 07:01:25 PM
I'm not an expert it modelling but wouldn't it be easier if there were at least four (yes 4) version of this set ? early DS9 set with and without rear section and then late DS9 with/without rear section, Lurok already has both of these without the rear, now Prime.... er sorry mate... Villain would add the rear and we could realease them as a pack with mutators or even withouth them but htere would be 4 additionl sets. I can provide ya with closed corridor doors texture, making it will be a walk in the park ;)
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 16, 2010, 02:32:01 AM
thx bones that was exactally what i was talkin about  :funny
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Morgan on July 16, 2010, 02:00:23 PM
I like the idea of a pack, let the user decide which option is best for their particular install and let them go from there.

Question: The late DS9 version without the aft section would still include the transporter section directly behind the cockpit right?
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 16, 2010, 02:05:56 PM
probably not for the low edn pc's because of the poly count and rendering for that extra bit, but it might be an aditional set without full aft and only transporter section, i honestly dont know though..... :idk:
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Morgan on July 16, 2010, 02:21:58 PM
Quote from: flarespire
it might be an aditional set without full aft and only transporter section
That's EXACTLY what I was asking lol  :P
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Villain on July 16, 2010, 03:16:07 PM
The transporter pad is 500 polys. It's not like it has the ridges of the pad bevelled in or anything. From what I recall though, the pad was in that same 'room', wasn't it? Or is that the one with a separate small room exclusively for the pad?
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 16, 2010, 03:32:06 PM
the DS9 runabouts in seasons 1-4 had the transporter instead of the tactical panel in seasons 5-7 and the transporter in the back room before the aft section
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Lurok91 on July 17, 2010, 04:50:43 PM
Most of the errors Bones pointed out in pics are either UVW or lightmaps which I've tried to correct in latest version sent him.   There's lots of little glitches throughout current model need to fix and it needs a general lightmap overhaul but I think I'll wait until I get Bones' textures in place before start that.   I've also sent the transporter as separate model.  Again, needs proper texture, lightmaps and positioning.  But here's preview of Villain's transporter ingame....
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: Morgan on July 17, 2010, 04:55:09 PM
Model looks good. Let me know if you guys need some reference shots I have DS9 DVD's I can snag them from.
Title: Re: Runabout (type 11 remodel) WIP - new LCARS
Post by: flarespire on July 17, 2010, 05:12:10 PM
if i remember correctally i should have a texture for that transporter somewhere, though you'll have to send me a background to the image which will blend with the rest of the set.
Title: Re: Runabout WIP - new LCARS
Post by: Lurok91 on November 10, 2010, 05:53:28 AM
 Been tinkering with lightmaps and a few details (chairs etc) and added some temp LCARS (season 4-7 style). 
Title: Re: Runabout WIP - new LCARS
Post by: flarespire on November 10, 2010, 11:57:17 AM
WANT :bow:

these runabout bridges look excelent, and the runabout being one of my fave ST ships, i can clearly say a massive well done.

COOKIED.  :dance

a quick question though, are you going to use the default red alert indicators like in DS9, so those bulky rectangular lights flash red when at red alert or are you just gonna make the bridge hue red? also are the LCARS going to be animated?
Title: Re: Runabout WIP - new LCARS
Post by: Lurok91 on November 11, 2010, 05:43:52 AM
I anticipate final release will have red alert lights and animated lcars.

Bones/Villain...any further developments your end?   

Title: Re: Runabout WIP - new LCARS
Post by: JimmyB76 on November 11, 2010, 08:56:25 AM
out of curiosity, have you been able to figure out bridge ambient flashing red alert?
(not texture swapping)
Title: Re: Runabout WIP - new LCARS
Post by: Lurok91 on November 11, 2010, 10:30:27 AM
out of curiosity, have you been able to figure out bridge ambient flashing red alert?
(not texture swapping)

That one's eluded me  :)  Know it's something to do with gamma...guess the bridge elders will have to tell me how to do that one.
Title: Re: Runabout WIP - new LCARS
Post by: flarespire on November 11, 2010, 10:42:47 AM
good cause it just wouldnt be a runabout without them XD
Title: Re: Runabout WIP - new LCARS
Post by: Bren on November 11, 2010, 06:44:32 PM
Are you going to add the window frames to the forward view ports?
Like in this screencap? (http://ds9.trekcore.com/gallery/albums/7x06/tfandgr_251.jpg)
and this one too... (http://ds9.trekcore.com/gallery/albums/7x06/tfandgr_262.jpg)
And one from Emmisary for good measure... (http://ds9.trekcore.com/gallery/albums/1x01/emissary207.jpg)
Title: Re: Runabout WIP - new LCARS
Post by: flarespire on November 11, 2010, 07:01:32 PM
those arent the side viw ports, theyre the main ones and they are included seeing as the bridge needs a viewscreen/port.
Title: Re: Runabout WIP - new LCARS
Post by: Lurok91 on November 11, 2010, 08:32:08 PM
Are you going to add the window frames to the forward view ports?

Hadn't really noticed those before  :)  Could try and include. Only caveat is fore windows - which after all are the window to gameplay - pretty restricted anyway so loathe to lose more gameplay area.  Sometimes you just have to compromise  :)
Title: Re: Runabout WIP - new LCARS
Post by: Bren on November 12, 2010, 12:45:59 AM
I'll let Jean Luc respond:

Quote from:  Jean Luc Picard
We've made too many compromises already, too many retreats. They invade our space, and we fall back. They assimilate entire worlds, and we fall back. Not again. The line must be drawn here! This far and no further! And I will make them pay for what they've done!

I'm not too sure who "they" are, in this particular context, probably glaziers who cut corners on him...
He feels very strongly about those window frames :P

They are very minimal anyway, but without them, the set feels incomplete to me.
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 13, 2010, 07:50:15 PM
As markyd hoping to have new Runabout ship ready for Christmas release, spurred on to try and have this long-overdue bridge done  :)
Still hope to incorporate Bones LCARs and Villain's rear cabin at some point, but possibly for a v2 release.  But bridge works ok as is, with late season-style DS9 lcars, and a fixed door at rear.  And have added Bren's window frames  :)

Currently two versions:  one with transporter,  one later seasons standing console.   Will also provide extra scripts so player can sit in front seat with just Kiska (similar to Type9 setup).  Makes sense as lot of DS9 runabout missions were two person anyway  :).  Done minimal console anims, and red alert lights.  Final release will also have choice of reflective consoles.   Still need to do work on crew anims, but beta feedback will be useful here.

Hope to have beta packaged up and out to regular testers asap. 

 
Title: Re: Runabout - BETA release
Post by: flarespire on November 13, 2010, 11:25:11 PM
by regulars youd beter be including me!  :D :thumbsup:

but seriously there look awsome, only nitpick, the blue around the windows is too blue, it should be a lighter, more metalic sky blue, ill see what i can do with that HUE wise.
Title: Re: Runabout - BETA release
Post by: Morgan on November 13, 2010, 11:57:39 PM
Lurok your Runabout sets look awesome I can't wait to try them out.  I've been waiting for these sets for months  :D

Question:  On the late version do you have the rear transporter modeled in or just the door?  Just curious not trying to nitpick...
Title: Re: Runabout - BETA release
Post by: leemason on November 14, 2010, 02:27:06 AM
Lurko I cannot wait to test this. I think this was the first thread you started :funny
Title: Re: Runabout - BETA release
Post by: Villain on November 14, 2010, 05:44:02 AM
I've actually been a little distracted as of late and haven't been really active, though I have actually done a bit fo work on the rear cabin. I'll post some updates when I'm around next!
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 14, 2010, 06:27:03 AM
I've actually been a little distracted as of late and haven't been really active, though I have actually done a bit fo work on the rear cabin. I'll post some updates when I'm around next!

Look forward to it  :)  Like I said, no real rush unless you're inspired to have ready  :)

Lurok your Runabout sets look awesome I can't wait to try them out.  I've been waiting for these sets for months  :D

Question:  On the late version do you have the rear transporter modeled in or just the door?  Just curious not trying to nitpick...

Just the door  :(

by regulars youd beter be including me!  :D :thumbsup:

but seriously there look awsome, only nitpick, the blue around the windows is too blue, it should be a lighter, more metalic sky blue, ill see what i can do with that HUE wise.

The blue comes from the lightmap.  But by all means experiment.  That's what beta testing for.  :)
Title: Re: Runabout - BETA release
Post by: flarespire on November 14, 2010, 06:39:04 AM
i sure will.
Title: Re: Runabout - BETA release
Post by: hobbs on November 14, 2010, 06:53:24 AM
i'd love to beta test this! you are well talented dude!  :bow:
Title: Re: Runabout - BETA release
Post by: flarespire on November 14, 2010, 07:15:26 AM
ok only nitpick before i have even tested them, i think both NIF's should be scripted so they can be chosen from the bridge menu, so like early DS9 runabout bridge and late runabout bridge are both options, but these do look promising XD
Title: Re: Runabout - BETA release
Post by: JimmyB76 on November 14, 2010, 08:59:42 AM
i think both NIF's should be scripted so they can be chosen from the bridge menu, so like early DS9 runabout bridge and late runabout bridge are both options
how exactly do you mean?
Title: Re: Runabout - BETA release
Post by: flarespire on November 14, 2010, 10:38:26 AM
you know when you select a bridge for a ship, well have it scripted so it has multiple runabout bridge options which use the different NIF's so you could have an option for the season 5-7 bridge and an option for the season 1-4 bridge, but you dont have to replace the NIF file of one to use the other, to put it basically, make them seperate bridges which use the same textures and animations....
Title: Re: Runabout - BETA release
Post by: hobbs on November 14, 2010, 10:50:41 AM
Beta test report H1 (hobbs1)

a problem i have is the bridge loads in i see brex then it crashes. to get this far i need to resize the lcars. some were 2048.
Title: Re: Runabout - BETA release
Post by: flarespire on November 14, 2010, 10:53:08 AM
ive also taken the liberty of colour correcting, aligning and making the "canon" fanboys happy by changing textures, ill upload some screenies in a bit ok lurok?
Title: Re: Runabout - BETA release
Post by: hobbs on November 14, 2010, 11:56:54 AM
Beta test report H1 (hobbs1)

a problem i have is the bridge loads in i see brex then it crashes. to get this far i need to resize the lcars. some were 2048.

can you help me get it working
Title: Re: Runabout - BETA release
Post by: leemason on November 14, 2010, 12:40:54 PM
Ok the bridge works fine full crew members, however a small problem with two crew script, miguel is hiding low down by his console but this would be a simple fix to adjust the script. Hobbs have you got the type 11 cockpit installed on your bc install? the saffi charactor uses the postion script from this bridge hope this helps.
Title: Re: Runabout - BETA release
Post by: Morgan on November 14, 2010, 01:13:13 PM
No problems on my end, but a couple suggestions (hope they don't come off nit-picky):

1:  As with Leemason, I would recommend adjusting Miguel's position and/or animation, his arms are going a bit far into the console (I know a lot of characters on a lot of bridges suffer from this, but Miguel's here looks a bit more extreme than normal).

2:  The lower center LCARS display (circled) would look a lot better (and more canon) if it was centered and a bit larger
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 14, 2010, 01:41:17 PM
No problems on my end, but a couple suggestions (hope they don't come off nit-picky):

1:  As with Leemason, I would recommend adjusting Miguel's position and/or animation, his arms are going a bit far into the console (I know a lot of characters on a lot of bridges suffer from this, but Miguel's here looks a bit more extreme than normal).

2:  The lower center LCARS display (circled) would look a lot better (and more canon) if it was centered and a bit larger

Good points Nero  :)

1.  Yeah, was never happy with the T11 anims (and quite a few other bridges, lol)  but until now rescripting was only option and limited.  Now Baz and I are moving on creating new anims,  I'm making a start on new Runabout anims which will hopefully get around those positioning probs.
2.  Again,  yes a wee bit on small side.  Though actually the positioning is canon to a few eps of DS9 (noticed on screencaps  :)).

But added to list of to-dos...
Title: Re: Runabout - BETA release
Post by: hobbs on November 14, 2010, 02:51:34 PM
yes i have type 11 cockpit and its patch (lol i read the read me) still cant get it working.

Title: Re: Runabout - BETA release
Post by: flarespire on November 14, 2010, 06:19:56 PM
hobbs, it sounds like the graphics config of bridge commander is causing an issue, try fiddling around with it.

lurok ive sent you a link to something that may help on this wip.
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 15, 2010, 08:49:52 AM
So I've doing some major revisions on bridge.   Mainly small fixes on textures etc,  but key one has been new crew anims so now better placed.   Although better positioned, still  a prob with Brex/Miguel hand anims.  Because small characters,  current BC  'keyboard anims'  still tend to dip into consoles  while other anims  just look silly (hands waving in air).  Unless I can find alt anims in BC,  only solution will be to create new custom small hand anims.

At present not planning on animating chair moves.  If did, would only be Brex/Miguel,  and to be honest hardly worth it.

However, Nero gave me idea for late version runabout  so have remodelled rear of mesh with additional section to include transporter in back.   :)

@Hobbs - hope someone can help with your probs  :)

EDIT:  Miguel/Brex hand positions now fixed.
Title: Re: Runabout - BETA release
Post by: tiqhud on November 15, 2010, 09:05:23 AM
Minor report, before install

In \Data\Icons there is a folder 'LoadingScreens' with nothing there
Also there is an 'Animations' folder with nothing there. both in the zip and unzip.
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 15, 2010, 10:07:08 AM
Minor report, before install

In \Data\Icons there is a folder 'LoadingScreens' with nothing there

The original T11 didn't have a loading screen afaik.  If anyone knows different, please let me know  :)

Also there is an 'Animations' folder with nothing there. both in the zip and unzip.

v1 will have brand new anims.  Didn't include in beta as testers prob had old T11 anims already.

Title: Re: Runabout - BETA release
Post by: baz1701 on November 15, 2010, 10:39:31 AM
Glad to see you have working animations. I had the same button pusing problems so I animated each character with the following animatons: -

Stand - static seated position
Seated - As above.
Turn to captain - figure turns to face captain ( hand move to rested position)
Chair turn to captain - As above
turn to captain reverse - figure turns back to seated position
push buttons A - I created a static seated pose at 0 and 80 keyframe and then just moved the hands and head at random invervals. This will give you a nice loop.
Push button B - As above just mixed up the intervals.
Push button C - As above just mixed up the intervals.
Push button D - As above just mixed up the intervals.

Hope this helps.
Title: Re: Runabout - BETA release
Post by: tiqhud on November 15, 2010, 10:58:04 AM
Looks good and your right I has T11, already.

In \Data\Icons there is a folder 'LoadingScreens' with nothing there
Also there is an 'Animations' folder with nothing there. both in the zip and unzip.

file structure appears well [other than above-not needed in final zip]

 All textures working/included?
Yes
Looks very good, I am loading all crew [default]


 Is the plugin suitable? If not, explain why.
looks pretty good

=======================================================================================

 Do the sound effects work? If not, please report which don't.
YES
like the way some LCARs change, when going to red alert

=====================================================================================================



 Bad points.
ambient sounds are bit High, and also in Amar [forgot to mention]
ambient sound , should be present, but not main.


Title: Re: Runabout - BETA release
Post by: Lurok91 on November 15, 2010, 12:00:12 PM
Bad points.
ambient sounds are bit High, and also in Amar [forgot to mention]
ambient sound , should be present, but not main.

Thanks as always tiq, and always good to see ingame pics with orig crew models.

Re: ambient sound, if there's consensus will lower.  Assume you know volume controlled in autoload script?   As well as main control panel.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)

Code: [Select]
},
"bridgeSound": {
"AmbBridge": {"volume": 0.5,"file": "sfx/Shuttles/amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/green.wav", "group": "BridgeGeneric"},
Title: Re: Runabout - BETA release
Post by: tiqhud on November 15, 2010, 01:41:17 PM
Thanks as always tiq, and always good to see ingame pics with orig crew models.

Re: ambient sound, if there's consensus will lower.  Assume you know volume controlled in autoload script?   As well as main control panel.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)

Code: [Select]
},
"bridgeSound": {
"AmbBridge": {"volume": 0.5,"file": "sfx/Shuttles/amb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/red.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/Shuttles/green.wav", "group": "BridgeGeneric"},
Yes, I had lowered the sound
Title: Re: Runabout - BETA release
Post by: JimmyB76 on November 15, 2010, 02:08:06 PM
Re: ambient sound, if there's consensus will lower.  Must admit probably tend to have ambients a little higher as I usually play accompanied by background music  :)
that would be the best way to go, as most people play with background music (either their own or the game's)...
if anyone wants to change the value to less than 1.0, let them do that on their own - but i would release it at 1.0 if it were me...
Title: Re: Runabout - BETA release
Post by: Morgan on November 15, 2010, 02:47:43 PM
You're off to a great start on the rear transporter compartment.  Just a couple nits (being the perfectionist I am):  The transporter looked centered in the room in your pics, it should be against the wall with two small doors on each side for entrance/egress (since the door likely wont be functional, you could probably get away with just texturing them on the wall).  That center door where its at now should be the blue transport graphic.  Also a suggestion, I saw in "Change of Heart" that on each side of the transporter were a couple of phaser rifles, so if you feel like it they might be cool little details to add.  Also attaching a couple screenshots of the LCARS in back I found that may be helpful.  Keep up the good work...
that would be the best way to go, as most people play with background music (either their own or the game's)...
if anyone wants to change the value to less than 1.0, let them do that on their own - but i would release it at 1.0 if it were me...
I have most of mine set to 0.6 and that seems to work well for me...
Title: Re: Runabout - BETA release
Post by: flarespire on November 15, 2010, 02:57:09 PM
i just hope the whole interior eventually gets made as a bridge, seeing as that would end up equalling the poly count of the BC EBridge plus what was added to it in KM, if my calculations are correct.
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 15, 2010, 02:58:29 PM
Very helpful pics, N.    Can't quite get orientation.  Any pics (or schematics) that show more detail?   But I think get gist...transporter up against back wall?  And I assume those lcars panels are on side walls?    :)

As for phaser rifles...hmmm. Think might be a bit much for me, lol.  If anyone's got a low-poly mesh I'll happily include.  
Title: Re: Runabout - BETA release
Post by: flarespire on November 15, 2010, 02:59:58 PM
ill see if i can get a low poly First Contact one/ get one modeled by a mate, and what sis you think of the texture adaptations i sent you?
lemme know in a pm ok?
Title: Re: Runabout - BETA release
Post by: Morgan on November 15, 2010, 03:56:24 PM
Any pics (or schematics) that show more detail
If there are I haven't found them yet, DS9 didn't show the transporter compartment in very much detail, but I'll keep looking.

Quote
And I assume those lcars panels are on side walls?
Correct.

Quote
As for phaser rifles...hmmm. Think might be a bit much for me, lol.  If anyone's got a low-poly mesh I'll happily include.
No worries, lol, just a small detail that may have been cool but other than that I'm not worried about it.  :)

EDIT:  Don't know if these will give you the sense of orientation you were talking about, but just incase...
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 15, 2010, 04:49:02 PM
Thanks for extra pics  :)   They really help, and think got orientation now.  I'll make changes when get a mo and post pics. 

Jadzia was lovely, wasn't she?
Title: Re: Runabout - BETA release
Post by: Morgan on November 15, 2010, 05:19:26 PM
Jadzia was lovely, wasn't she?
Yes she was. Damn Terry Farrell for leaving DS9 to do Becker... :argh:
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 16, 2010, 02:50:27 PM
First attempt at change to laterun rear.  

Still fiddling with minor tweaks to improve but more or less done.  No more suggestions/nitpicks please unless it's significantly helpful (like Nero noticing the rear section was different and providing canon references/sources).  And yes, I am aware of errors....just haven't got round to fixing yet.  Working to own schedule and method.   Once model released people can alter textures to hearts content  :)
Title: Re: Runabout - BETA release
Post by: Morgan on November 16, 2010, 07:28:39 PM
It's looking top notch Lurok I'm anxious to give this new version a go.  I see you were able to extrapolate (or find pix) of the rest of the transporter LCARS, awesome work  :yay:
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 16, 2010, 08:38:50 PM
Watched CoHeart and extrapolated  :)   But really appreciated initial lead.  I'll send you new version asap.  

As well as new scripts etc also changed a couple of anim lcars to make slightly more canon (using ds9 tech manual).  Guess one could tweak this ad infinitum which is why Christmas deadline useful.  Currently playing with rearsection lightmaps, and floor and ceiling lightmaps.   But probably 99% ready for release...

Title: Re: Runabout - BETA release
Post by: Morgan on November 17, 2010, 02:28:05 PM
I just gave the new beta a quick run.  New animations looked good for the most part and so did most everything else.  The only things I see (most of which are minor and easily fixable) would be that:

1.  The back wall of the transporter needs some black filling in around the right edge (circled below)

2.  I'd suggest rotating Brex a hair to the left, so as his arm isn't coming through the seat.  Miguel doesn't suffer from this problem so you could probably reference from his script.

3.  This one is weird, at first I though it was just a mapping error, but after looking at the model in nif skope it looks like part of the top frame of the doorway is transparent (circled to show what I mean)  :idk:

Those things aside, this is a great set, just a couple of minor kinks to get out...
Title: Re: Runabout - BETA release
Post by: Lurok91 on November 17, 2010, 06:40:57 PM
1. Easy - done.

2. It's not rotation that's issue...it's jerky nature of bipeds/anims in BC.  As compromise I'll shift chairs back a bit, but that'll be best can do.

3. That's the last thing I'm going to be doing   :)

Thread now closed until further news and/or official release. Thanks for all contributions so far.