Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Lurok91 on May 11, 2010, 03:33:42 PM
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Still early days but first WIP pics of Baz's Ent bridge with new LCARs by Bones. Ingame, and still lot of work to do on mappings and scripting. Will try and animate chairs but unless can adapt existing walk-ons may only have on-set extra crew (as pics). Current lighting will be default (maybe a tad darker/shadowy) , with plan to map Yellow Alert as blue (similar to bridge in STIII as approaches spacedock) and Red Alert as WOK (similar to PDW NX bridge). Any comments/feedback useful at this point so can take on board :) Will post video when further changes made.
Before get stuck into heavy mapping, feedback needed from forum to help with bridge color. Baz working from caps here http://startrekpropauthority.blogspot.com/2008/11/enterprise-bridge-from-star-trek-ii.html (http://startrekpropauthority.blogspot.com/2008/11/enterprise-bridge-from-star-trek-ii.html), which has a more salmon/tan look. But after watching films again, seems a more neutral off-white/grey palette onscreen (see Trekcore HD screencap). Any thoughts from bridge aficionadoes?
EDIT: NEW PICS OF DARKER BRIDGE 13/05
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Looking good, and I'm glad you are give this bridge the features it deserves
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that looks gooood, oh can I give you a cookie, OPPs apologize 'done did'
Wll have another.
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I've seen at least two others try to make this bridge, and all have disappeared like wind in the grass. Here is hoping the third time's the charm.
Cookies for you both, good sirs.
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mmm there's still damage dispaly left to replace ya know, the one you have ATM sucks :P
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mmm there's still damage dispaly left to replace ya know, the one you have ATM sucks :P
LOL I was awaiting your replacement for the screen :P
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Whaaaaaat :lostit: uh... it's just me :facepalm: kk and sorry I'll post it here as soon as I get back home
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mmm there's still damage dispaly left to replace ya know, the one you have ATM sucks :P
Sucks? :eek I think bridge fans going to be blown away by lcars. Joy to work with...
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Lol that ship status/ damage display is obsolete simply because I made it in haste without good reference (only DVD's) while new one was drawn carefully with as much details as possible :) see for yourselves ;)
(http://i809.photobucket.com/albums/zz16/Bones_mccoy/DamageControl.jpg)
!!!TGA attached to post!!!
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here is jpg of the damage control texture.
You can see where I had to fill in the missing display
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Oh now I can see what's missing ;) so there should be another triple screen console just next to upper damage control displays row, I'll see what can be done ;)
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Hi - first post and all that.
You are making the exact version of the exact bridge I've always wanted to fly.Just to let you know...you have singlehandedly "encouraged" me to:
-register here
-go (re)buy Bridge Commander
-and pull through all of my references to see if I can assist with details.
The version you've got looks good...but very bright (as you've said) compared to the same bridge under normal light conditions (early in TWoK). Looks pretty close to the ST:III coloring though.
If you don't have it already, you *may* find this reference (http://www.cygnus-x1.net/links/lcars/efm.php) over at LCARS useful. It's the original Star Trek TMP "flight manual" for the refit Enterprise used for TMP. It was written as "stage directions" for the actors and writers for the ST series with the original crew that never happened. I actually learned about it from Rick Sternbach (one of its writers) at a convention...only to find it online a few days later. It won't tell you what every button does but you'll get every panel.
You'll need to be careful using this manual since it's for the TMP bridge and several things were changed between TMP and TWoK (like the helm's "neural interface" panel...).
v/r
feld
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Looking very good indeed. Can't wait to see what you guys do with it. Cookie-torps for all of ya!
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Hi - first post and all that.
You are making the exact version of the exact bridge I've always wanted to fly.Just to let you know...you have singlehandedly "encouraged" me to:
-register here
-go (re)buy Bridge Commander
-and pull through all of my references to see if I can assist with details.
The version you've got looks good...but very bright (as you've said) compared to the same bridge under normal light conditions (early in TWoK). Looks pretty close to the ST:III coloring though.
If you don't have it already, you *may* find this reference (http://www.cygnus-x1.net/links/lcars/efm.php) over at LCARS useful. It's the original Star Trek TMP "flight manual" for the refit Enterprise used for TMP. It was written as "stage directions" for the actors and writers for the ST series with the original crew that never happened. I actually learned about it from Rick Sternbach (one of its writers) at a convention...only to find it online a few days later. It won't tell you what every button does but you'll get every panel.
You'll need to be careful using this manual since it's for the TMP bridge and several things were changed between TMP and TWoK (like the helm's "neural interface" panel...).
v/r
feld
Thank's man, but I already have it thus I've re-drew all of the displays from scratch (previous version was based on movie screencaps, new version was based on the schematics - parts that are the same for both TMP and TWOK - and HD screencaps - all other screens that were changed for TWOK) ;)
I didn't realize they did modifications to the nav/helm console, I'll check it right away, thank's for helpful directions ;)
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Thought I'd stick a pic to show how I invisioned the twok colour scheme.
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I love it now, can someone send me the model with textures for some texture refinements ??? I can see some ugly floor there :P with the set I would see what I could possibly make better.
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im no modeler...so idk how hard this would be to do..buuuut lol on all the chairs..the seat look like they are in the closed position...any reason for this? the only time they were ever in the locked position..was the wormhole scene in TMP when kirk does it and the rest of the crew..and then one of the very last scenes in TWOK just before Kirk realizes that Spock isn't on the bridge, when he calls down to engineering....that is my only nitpick..otherwise this bridge looks superb!!!!!!!!!!!! :yay: :dance :bow:
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Please forgive the crude drawing but it better to show that the seats are in the open position on this bridge.
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:hithead:
I had a HUGE post of feedback. Like two pages of it.
:hithead:
With like twenty hyperlinks to screenshots to show you exactly what I meant.
:hithead:
Then...
:hithead:
I hit the "back" button on my browser for the wrong window.
:hithead:
Sigh.
:banghead:
OK. Quick and dirty:
Color: The new lighting looks great for a condition green/normal cruising scenario. Can you change it for red alert and damage?
I've got LOTS of "other" detail feedback. I've assumed you want a fine toothed comb comparison of your bridge to the one in the film. I am NOT trying to be critical. Well. I am...but helpful-critical not "feld's-just-shown-up-and-he's-a-big-fat-jerk-critical". Listed below in increasingly nitpicky order.
-I think the bridge (or just the viewer) might be just a shade too short. If I get set dimensions can you use that data in your modelling program?
-The "seams" between the various "pie slices" of the bridge are missing in your screenies. These were very prominent on this set as shown here (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9BH78S3aI/AAAAAAAADmE/BuuYx48kRkI/s1600-h/P81_5_overall5.jpg). In RL those seams were where they took the set apart to redress it to be Reliant's bridge or get certain camera angles. If it is feasible it might be a good idea for you to build your model in sections so that they could be shuffled around to make...oh...Idunno...Reliant's bridge next :angel
-The shape of the support structure in the ceiling is...too straight on the sides. It's more teardrop shaped.
-The helm/nav console outline is good but you've not built up the rim or the flared edges like on the other consoles. This is probably just not something you've gotten to yet cause you've done it everywhere else.
-The helm console you've got is built exactly right ... if it was from the Flight Manual...but it's not actually the one that was shown on screen in TMP/TWoK/TSfS. I was shocked when I realized this. I'd never noticed it before. Short list of differences:
-You've got the "neural interface panel" (right inboard of the yaw/pitch/roll indicators). That was replaced with the nameless one on the far right of this picture (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9AYS14YzI/AAAAAAAADjY/klgcFGXc1h4/s1600-h/P81_24_helm4.jpg).
-The "Thruster Activator" (i.e. "throttle") from TMP has had its T-handle removed. It's just a post now as shown in this TSfS shot here (http://3.bp.blogspot.com/_XNPD380IpBQ/SsQQRfi_9fI/AAAAAAAAJBg/mwV81mhSUqM/s1600-h/P248_19.jpg).
-The center-console display with the six coordinates like you've got was apparently never shown on screen. I checked shots all the way back to TMP and it apparently always looked like this (http://3.bp.blogspot.com/_XNPD380IpBQ/SsQKNq9KdQI/AAAAAAAAI_I/hQbvMGwpIws/s1600-h/P247_8.jpg). Note that there's a perfect closeup shot of this section of Reliant's helm console that I cannot find on line. It's right after Reliant loses her shields and Kahn is looking for the override.
-There are several places around the bridge where the wall panel "texture-pieces" in your model differ from that on screen.
-Comms Station: The texture on the wall next to Kirk in this shot (http://4.bp.blogspot.com/_XNPD380IpBQ/SR9ANTzxFeI/AAAAAAAADiw/sSc_giuNni4/s1600-h/P81_29_communications5.jpg) is different than your model.
-Engineering Station: The area between the Weapons console and the Engineering Station not as you've got it. The texture extends almost to the floor, has some roundy/conical panels in the middle, and there's not as much blank space between the Engineering console and that texture as shown here (http://2.bp.blogspot.com/_XNPD380IpBQ/SR9AjlGiyfI/AAAAAAAADkA/842uKiB8UlU/s1600-h/P81_19_helmtactical.jpg) and here (http://2.bp.blogspot.com/_XNPD380IpBQ/SR8_QO0kH5I/AAAAAAAADiY/sG8F6koO-IY/s1600-h/P81_32_tactical3.jpg).
-Engineering Station: You have a three by three series of oval-in-block texture. The movie had four tall by three wide.
-The textures and wall panels forward of the Weapons Console are different than you have them. See here (http://2.bp.blogspot.com/_XNPD380IpBQ/SR9AjlGiyfI/AAAAAAAADkA/842uKiB8UlU/s1600-h/P81_19_helmtactical.jpg). The panel texture between the console and the eight green lights forward of it is too low. There's also a lit panel between the two squares of four green lights between Weapons and the viewer. Also, there's a little control panel at about chest level right at the edge of the viewer.
-The Weapons Console's target viewer display in the middle has a hood. Also, the torpedo load indicator isn't flush with the wall...it's got its own little hood. Plus, there's a little numerical display above it (where the Reliant's prefix code shows up...always wondered about that). All that is shown decently well here (http://4.bp.blogspot.com/_XNPD380IpBQ/SR8_PsFscxI/AAAAAAAADiQ/UkLcGgq8eTw/s1600-h/P81_33_tactical4.jpg) and here (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9ANNzNrmI/AAAAAAAADio/asxAZ8MWuM0/s1600-h/P81_30_tactical1.jpg) (along with an easily-retconned-probable-blooper: why is Reliant's shield diagram up on the deflector display in the second shot?).
-Speaking of the deflector display...this is a nit...but your screen cap has the Weapon's console's shield display overlapping the three vertical glowing things on the wall. It's actually further forward. Also (a total nit) all of the movie shots show the saucer on that diagram facing aft (http://2.bp.blogspot.com/_XNPD380IpBQ/SR8_QO0kH5I/AAAAAAAADiY/sG8F6koO-IY/s1600-h/P81_32_tactical3.jpg). You've got it like it was in TMP...facing forward (http://3.bp.blogspot.com/_XNPD380IpBQ/SNGn2JZbYWI/AAAAAAAACcs/eWM8EWf8gvY/s1600-h/P74_33_Tactical.jpg).
-The display screen coloring on the knee-level duty roster/sensors displays port and starboard on the Internal Security station (behind Saavik in this shot (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9BIaRsIUI/AAAAAAAADmc/GanRhonYNVQ/s1600-h/P81_2_overall2.jpg)) are both blue. The ones in your WIP screenshots are green and blue.
-The Engineering console's horizontal panel display shows a bar graph on the right side. The movie apparently still had the "pie chart" internal power display as shown to the left of the cadet's left hand in this shot here (http://2.bp.blogspot.com/_XNPD380IpBQ/SR8_QO0kH5I/AAAAAAAADiY/sG8F6koO-IY/s1600-h/P81_32_tactical3.jpg).
-There are fire extinguishers and some wierd wall mounted thingy in both turbolift alcoves as shown here (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9BH78S3aI/AAAAAAAADmE/BuuYx48kRkI/s1600-h/P81_5_overall5.jpg). The starboard side one is partially obscured by Spock's head.
-The display above the operator's head at the Environmental Engineering Station (far left in this shot here (http://4.bp.blogspot.com/_XNPD380IpBQ/SR9A65-Xc9I/AAAAAAAADlc/o6DCaEIbDfg/s1600-h/P81_10_captainchair.jpg)) is different from the one in your bridge. It's got a ship skin temperature diagram. Not sure if you did that on purpose.
Anyway...that's all I can remember from my original tome. I've gotten LOTS of ideas about bridge functionality from looking over your excellent work. But I'll save those for later.
:evil:
Can't wait to fly this thing!
v/r
feld
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Lol yeah I got helm nav console from flight manual for TMP set, I still have quite detailed but older helm/nav station that was intended for Sean's TEP Project (it has warp/impulse drive panel as well as coord input pad), duty rooster/ship status is apparently the old one from TEP project, I sent new one to Baz but I guess he missed this one ;)
here are pics of it
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New mapping to darker bridge. Still few inevitable glitches but gives accurate feel/overview. Ent1 is viewscreen from captains chair. This is my favored default lighting - pre-red alert - but welcome any useful feedback based on ingame bridge. Bones is changing some LCARs, and next stage is mapping red alert state and blue docking state. Oh, and loading screen is Kobayashi Maru simulator (of course)
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The floor is way too dark, it's like it's absorbing all of the light.
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The floor is way too dark, it's like it's absorbing all of the light.
lol. was just in process of fixing that...but it is a dark bridge :)
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Lol yeah I got helm nav console from flight manual for TMP set, I still have quite detailed but older helm/nav station that was intended for Sean's TEP Project (it has warp/impulse drive panel as well as coord input pad), duty rooster/ship status is apparently the old one from TEP project, I sent new one to Baz but I guess he missed this one ;)
here are pics of it
Actually, that Helm console's not quite what was on screen. The "thruster control" panel on the console isn't there on screen. That's where the "neural interface" used to be. It's replaced with the panel that I linked to in my post above. No name...bunch of white buttons and at least four glowing red "plus signs".
But other than that it looks spot on!!
v/r
feld
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I don't know if it's been mentioned already, but judging by the screenshot comparison on the first page, the chairs need to be scaled to about 75% of their current size. They look like thrones on the bridge. Otherwise, it's superb.
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I don't know if it's been mentioned already, but judging by the screenshot comparison on the first page, the chairs need to be scaled to about 75% of their current size. They look like thrones on the bridge. Otherwise, it's superb.
I did a quick glance at it, and I agree. Down to 85% of current size at the very least, but right now, they're a bit on the big side.
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The chairs might be why I was thinking that the screen was too short...
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Lol yeah I got helm nav console from flight manual for TMP set, I still have quite detailed but older helm/nav station that was intended for Sean's TEP Project (it has warp/impulse drive panel as well as coord input pad), duty rooster/ship status is apparently the old one from TEP project, I sent new one to Baz but I guess he missed this one ;)
here are pics of it
Actually, that Helm console's not quite what was on screen. The "thruster control" panel on the console isn't there on screen. That's where the "neural interface" used to be. It's replaced with the panel that I linked to in my post above. No name...bunch of white buttons and at least four glowing red "plus signs".
But other than that it looks spot on!!
v/r
feld
aha I see it now, it seems my previous console was a little bit more canon than this one lol ;) I'll change it ASAP
you're being very helpful about this project, you have pointed out some really nice details on those displays, I'll try to fix most of them starting with nav/helm, as for now have a cookie ;)
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I'm happy to change anything that needs tweaking on the bridge to get it as right as posible.
if Lurok wants to alter anything thats cool by me and also I'm happy to try and alter anything within my ability.
I have past the Max file to Bones as well to aid his retexturing.
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aye, work's are going sooo much faster now :) I'm already working on floor texture
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you're being very helpful about this project, you have pointed out some really nice details on those displays, I'll try to fix most of them starting with nav/helm, as for now have a cookie ;)
Great! I'm glad to be of some service. I wish I had the skills to help more directly ... but I can give you some pretty solid trek engineering guesses about "why things work on a starship". Really loving this project guys! She looks great!
v/r
feld
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I'll take a crack at resizing chairs (relatively easy) and other minor tweaks and post pics. When folks happy, will pass back to Baz for final sign-off (it is his bridge after all :) ) And if Bones and Baz send me any texture changes I'll incorporate them.
If darker bridge look gets the ok, I'll start on red alert mapping.
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The only thing I feel is need is to give some contrast between the wall and the stations. The wall should be lighter than the main station background and the station borders slightly darker still.
But forgot to fire a cookie your way for the work thus far. Dare I say it that BC will finally get its first TMP style with this one :)
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New mapping to darker bridge. Still few inevitable glitches but gives accurate feel/overview. Ent1 is viewscreen from captains chair. This is my favored default lighting - pre-red alert - but welcome any useful feedback based on ingame bridge. Bones is changing some LCARs, and next stage is mapping red alert state and blue docking state. Oh, and loading screen is Kobayashi Maru simulator (of course)
Lurok91,
I just noticed that the shape of the raised section of floor that the helm/nav console and captain's chair sit on is different in TWoK/TSfS (http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Bridge-Variations/Page_15.jpg) from TMP (http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Bridge-Variations/Page_14.jpg). These fan schematics are confirmed in the screenshots here (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9BH78S3aI/AAAAAAAADmE/BuuYx48kRkI/s1600-h/P81_5_overall5.jpg) and here (http://4.bp.blogspot.com/_XNPD380IpBQ/SNGo-n-SWrI/AAAAAAAACgU/IUBGZhKcV8g/s1600-h/P74_2_TMPBridge.jpg). Look around the area of the steps down from the upper ring deck. I think that the Captain's chair platform in your model is the TMP version.
v/r
feld
p.s. stop me any time the nits get too picky...
EDIT: added the p.s.
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Resized chairs to approximate size/body ratio as screenies, using medium as median. Don't forget crew themselves are diff sizes lol. Kept capt chair same size (wouldn't his/hers be business class?). Still fiddling with relative ambient light/dark ratios, so as WIP not fixed and comments (on ingame images) still welcome :) Rails currently awol...
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Kept capt chair same size (wouldn't his/hers be business class?).
I'd expect the captain's chair on the bridge of my ship to be FIRST class lol :D
Anyways I think this bridge is coming along nicely. I personally think the lighter look for green alert looked pretty canon to Wrath of Kahn around the beginning of the movie (when the ship was operating under normal conditions), but the darker look could work well for yellow alert.
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I'd expect the captain's chair on the bridge of my ship to be FIRST class lol :D
Anyways I think this bridge is coming along nicely. I personally think the lighter look for green alert looked pretty canon to Wrath of Kahn around the beginning of the movie (when the ship was operating under normal conditions), but the darker look could work well for yellow alert.
lol :) My thoughts too; just wasn't sure whether people wanted to load into bridge at 'battle ready' state. So if others agree it will be: light/green, default; dark/yellow alert; red/obvious.
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It should be light for green alert(default state). Also...possible to get a view from behind the captain's chair facing the viewscreen?
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possible to get a view from behind the captain's chair facing the viewscreen?
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I've noticed that the ceilling is flattened out but if you notice in "The Wrath of Kahn" it's rounded up. But anyway it looks awsome this is my most favorite bridge! :)
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Hmm...something about that view looks odd.
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Hmm...something about that view looks odd.
The main viewer should look narrower at the top. Instead it looks narrower at the bottom. It also looks squashed compared to this picture here (http://1.bp.blogspot.com/_XNPD380IpBQ/SR9BIAzD2uI/AAAAAAAADmM/jSsAJfI87H8/s1600-h/P81_4_overall4.jpg).
v/r
feld
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I think that's just from the angle of the shot, it looks fine to me.
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coming along nicely, at this rate Lurok will have full credit for the mesh too with all the rework (said with tounge very firmly in cheek).
I very excited to see this bridge mature into a working mod and can't wait to add it to my install.
Lurok you should update your sub title from bridge apprentise to bridge knight and so bridge master (hope people get the star wars ref)
Oh and have another cookie
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I think that's just from the angle of the shot, it looks fine to me.
Aces is kinda right. What you're seeing is a parallax/perspective distortion. The viewscreen is aligned with rear wall and so is angled slightly back from the bottom. But I understand what TWOK fans mean. It doesn't 'look/feel' right, even though nothing wrong per se with model. If you look at films, angles change depending where you stand on bridge.
I'll experiment with some cosmetic changes and see if they make any difference.
EDIT: Pic1 is straightened orig viewscreen ingame; pic2 is possible alternative viewscreen (only rendered in Max as won't put ingame unless interest).
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coming along nicely, at this rate Lurok will have full credit for the mesh too with all the rework (said with tounge very firmly in cheek).
lol :) Simply trying to bring your excellent work to ingame. Not half the modeller you are. Sorry it's taking so long folks but it's a tricky one to get right this just because I think people soooo looking forward to it and know it so well.
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I have to admit I'm kind of leaning towards #2. Would moving it slightly to the left be possible? I hate to be nit-picky but it looks a little off center from the view in the captain's chair.
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I'm leaning towards #2 :yay:
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I have to admit I'm kind of leaning towards #2. Would moving it slightly to the left be possible? I hate to be nit-picky but it looks a little off center from the view in the captain's chair.
I didn't want to nitpick either, but I think it's more than a little off-center. :hide
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again, it's the angle, look at the chairs, you can easily tell that the camera in the second shot isn't centered on the captains chair POV, it's a little to the left of it. The viewscreen is centered perfectly.
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View screen 2 is better, but the hole model is totaly sweet. I only have one nitpicp, it it jest me or is the reflection in the celing light off?
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View screen 2 is better, but the hole model is totaly sweet. I only have one nitpicp, it it jest me or is the reflection in the celing light off?
To try and simulate a reflection I took a top render of the bridge and wrapped it around the sphere. so it may not be 100%.
As for the view screen though I'm leaning towards 2 there are tweaks needed.
The screen border should be the same all around it. and the little line (set join) where the simulated opens.
Have attached a screencap.
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I also like no 2. Keep up the good work and have a cookie while you're at it.
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I also like no 2. Keep up the good work and have a cookie while you're at it.
you can't give cookie without hitting 50 posts ;)
I also think version 2 looks much more canon.
just a small update, I'm working on floor texture ATM ;)
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To try and simulate a reflection I took a top render of the bridge and wrapped it around the sphere. so it may not be 100%.
As for the view screen though I'm leaning towards 2 there are tweaks needed.
The screen border should be the same all around it. and the little line (set join) where the simulated opens.
Have attached a screencap.
I think/hope I can fix reflection, esp when have final textures from Bones.
Baz, can I send you viewscreen2 as Max file to fix? Like I said, my modelling skills basic and that was just a rough to get feel and feedback. Seeing as folks like it, and if you're happy, maybe you know how to get curves and proportions right? :) I don't think we need swap whole bridge, just the screen.
Meanwhile plugging on with mapping...
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I'll take a stab at it tonight when I get in.
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I had already started to build it from scratch, It should drop right in.
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Just got Baz's new viewscreen so will drop in and post pics. Very canon. And hopefully more correct sphere reflection. I can make more accurate by putting helm/nav crew models in Max and rendering pic so reflection should have crew in shot :) NB: pic is perspective render from max (not ingame) so not accurate perspective/look as ingame. Will post ingame pic asap.
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PERFECT! :D
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Keep up the awesome work guys. :yay:
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Without blowing my own trumpet I'm really happy how that new screen came out. The old one really bugged me.
Looks good, though the mapping on the side of the weapons console looks strange there are striped in the paint work?
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I think that's just the way the light(mapping) reacts to the weapons mesh. I'll see if can fix it.
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New viewer in place; choice of 1) darker or 2) lighter. Also first test of red alert map on walls. About right or darker?
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Looks about right to me...would need to give it a look-see when you get the consoles too, but it seems the right shade.
Are you also messing with the dome on the ceiling at red alert? Not sure if the bit where it turns white was just in Search for Spock or not. I would need to watch the movies again, heh.
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from your pic, I say touch to much red.
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i agree with tiq...
it sucks about the lightmapping thing, i do have high hopes youll be able to figure that out...
but currently, it looks like someone painted bright red on the walls... id say go darker if possible, to make the bridge "feel" like it has no lighting but the red...
also, IMO you may want to "grey" out the dome (the reflective part) just a little bit when at red alert so it doesnt look so shiny and stick out...
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I prefer the darker viewscreen. As for the red alert lighting I'd say the red lighting shade looks a little too "bloody," maybe go a little lighter on the shade but make the bridge a hair darker during red alert or give it a red ambient as Jimmy said.
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I rather like the darker border on the view screen less distracting... The red alert appears to be to... how shall we say red
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I think that the lighter is actually right because the screen border material looks nearly the same color as the wall in this shot here (http://1.bp.blogspot.com/_XNPD380IpBQ/SR9BIAzD2uI/AAAAAAAADmM/jSsAJfI87H8/s1600-h/P81_4_overall4.jpg) but agree with the others that darker is better.
It's tough to tell without the consoles and screen border looking like they are being affected by the red light at all ...
Are BC bridge "lighting changes" not actually ambient lighting changes in a 3d model but rather re-colorings of some of the wall textures?
v/r
feld
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Red mapping will have to wait a bit as hit similar glitches to PDW NX bridge (lightmaps switching for no reason, maps not loading). But when get back to it, will probably be darker. The shot above was just a test; you'll get a better idea when more elements mapped.
I think that the lighter is actually right because the screen border material looks nearly the same color as the wall in this shot here (http://1.bp.blogspot.com/_XNPD380IpBQ/SR9BIAzD2uI/AAAAAAAADmM/jSsAJfI87H8/s1600-h/P81_4_overall4.jpg) but agree with the others that darker is better.
Trekcore here (http://movies.trekcore.com/gallery/albums/twokhd/twokhd0513.jpg) is a better reference source than one you're using as from HD source. Blogspot grabs have incorrect color correction.
Are BC bridge "lighting changes" not actually ambient lighting changes in a 3d model but rather re-colorings of some of the wall textures?
There are gamma light changes that can be hardwired into nif (tho still use textures) but until ex-modellers pass on secret that'll have to wait :) The PDW NX and this bridge using BPCore scripted map-swapping, which swap textures.
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Thanks to teleguy/BCS managed to fix mapping probs. Redmapped bridge now. Feedback helpful. I need to fix the rim lights later.
Also working on TMP Spacedock http://bc-central.net/forums/index.php/topic,7444.0.html (http://bc-central.net/forums/index.php/topic,7444.0.html)
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oh that is good.
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Oh hell yes!
You definitely understand "how things work on a starship"!
v/r
feld
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Very cool indeed.
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Oh my!!! I have to watch TWOK again just because this bridge is so amazing. Excellent work! :hurr:
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Holy God, that is beautiful...I'm tearing up, and I feel no shame in admitting it.
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really great work. The new Master of Bridges. :bow:
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Love it mate! Brilliant work!
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More or less finished mapping (green/yellow/red)...just tweaking now. Waiting final textures from Bones then will replace.
Unfortunately still no luck on chair anims (and no advice from 3E yet). Know what problem is; just need to be shown how to recreate.
So bridge currently on hiatus...
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*sigh* I'm sorry, but the way the helm console is situated, either it's misaligned or the viewscreen is. That is my ONLY niggle with this bridge. Is there any way you could show it from above?
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I still think it's the camera angle messing with your eyes. :P
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here are a couple of renders from the original mesh
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As far as the chair anim issues go, couldn't you just snag the code from another bridge with a similar layout like the Excelsior Refit from KM? I'm not too good with scripting atm but I'm learning....
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I still think it's the camera angle messing with your eyes. :P
Maybe the texture's slightly out of alignment, which could throw one's eyes.
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here are a couple of renders from the original mesh
Baz1701,
Sorry for the nit - but the shape of the central platform holding the helm console and captain's chair is not quite right in the top down views. It's the TMP platform (http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Bridge-Variations/Page_14.jpg). The one from TWOK looks different (http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Bridge-Variations/Page_15.jpg).
While these bridge schematics are fan made, you can confirm the differences on film here (http://3.bp.blogspot.com/_XNPD380IpBQ/SR9BH78S3aI/AAAAAAAADmE/BuuYx48kRkI/s1600-h/P81_5_overall5.jpg) and here (http://4.bp.blogspot.com/_XNPD380IpBQ/SNGo-n-SWrI/AAAAAAAACgU/IUBGZhKcV8g/s1600-h/P74_2_TMPBridge.jpg).
v/r
feld
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I feel at this stage in the project it will be a major pain to rebuild the whole floor and remap it.
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Roger that. This is your project - I don't get to decide what you do to it.
All I'm doing is bringing detail stuff to your attention as (I think) was requested in the OP.
Only the most anal retentive people (and I don't know ANYone like that :angel) will notice anyway ;)
v/r
feld
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Nope no problem in bringing up such things but the way the floor is modeled as one whole piece, it is a bit more work than fixing a texture.
The main issue is Bones is making a new floor texture and I don't want to waste his work.
But by all means if you spot something let us know.
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ummm I'm kinda stuck with house repairs :(...
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ummm I'm kinda stuck with house repairs :(...
No worries will follow the traditional BC time frame :whenitsdone
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It's not final version... at least lighting wise :P
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Good work so far mate, but why do I think Lego!
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hey Baz do you have lightmaps of any kind for this bridge ??? my pics sucks due to lack of ANY lighting :funny :funny :funny
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Me no as I suck at light maps.
I think Lurok has added them.
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Bones, I can send you the lightmap or you can send me the texture. Or whatever works best...
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HELLO LUROK I WOULD LOVE TO TRY YOUR WRATH OF KHAN BRIDGE EVEN THOUGH IT IS NOT FINISHED CAN YOU SEND A DOWNLOAD LINK .I DON'T KNOW IF IT IS IN BETA FORMAT YET BUT I WOULD LOVE TO TRY IT OUT.
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please avoid posting in all caps...
also, it would be best to have patience until the product is finished...
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And also, it is Baz1701's mod mainly so it should technically be him you ask. :)
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Hi and welcome to the forum. The model has recently under gone work so the bridge is not even to a beta stage yet.
Please be patient, this bridge will be released at some point but we cannot say when. We want to get it right, and we have couple of issues in the animation to sort out.
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Any further developments on TWOK bridge will be posted in Baz's new TMP thread:
http://bc-central.net/forums/index.php/topic,7894.0.html (http://bc-central.net/forums/index.php/topic,7894.0.html)