Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: baz1701 on October 02, 2010, 12:34:48 PM
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Until we get the bugs out of the twok bridge I have decided to release a more generic TMP bridge.
This works around the enterprise-A bridge and is not canon.
It will also be a no frills bridge.
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It may be no frills, but given who's doing it, it will have a mark of quality nonetheless. :)
Cookie, good sir.
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wow the bridge section is breathing again, this looks good man and to quote Dr.Frankenstein about the bridge modding section "ITS ALIIIVVVEEEEE" lol
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It will also be a no frills bridge.
I don't know what "no frills" means... :s
wow the bridge section is breathing again
Lurok taking a break means the bridge section will be a little quiet until he returns (or someone else figures out the whole bridge modding process, which ever comes first).
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wow the bridge section is breathing again
aaaah shame you werent around a few years ago when it was really rocking! lol
unfortunately, i dont think it will ever be like that again, but it is really good to know there are a few out there to keep it breathing...
no worries - bridge modding in Excalibur will be 10000 times easier and that realm will be huge :D
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true, lets hope they put a bridge builder tool IN excalibur, which can then be tested before going live, and if any custom textures are needed, there is a built in texture editor too, (we can all dream cant we XD), oh and BC just finished installing on my old Emachines pc in an Acer desktop case with a PCI NVIDIA Quadro 4 NVS with DMS-59/DMS-60 port....wonder who itll run using that desktops 254MB of ram/(2MB lost in the rebuild....somehow.....) sorry to go a little off topic there jimmy XD.
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not to worry - as i said, bridges as a whole will be much much easier for Excalibur :)
those who are creating Excalibur are all from BC realm years back to recent, so they know how have it and create it to make things easier for everyone for future modding from their own experiences from BC :)
anyway, ya back ontopic lol
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no frills means what you see is what you get.
a working bridge. But since I do not have charactor studio I can only use exsisting animations so the chairs will not swival the turbo lift doors do not open and there will be no red alert light change other than the red flash from the Enterprise-A bridge.
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This bridge is now at the beta stage first 2 to pm me gets to join Hobbs in testing it.
This bridge does not have any animations and use them from the Enterprise-A and the Generations Bridge. Since I have not been able to contact the authors of these bridges I cannot include them in my mod.
This bridge will not effect the way those bridges work.
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Since I have not been able to contact the authors of these bridges I cannot include them in my mod.
have you tried Excalibur forms for Mark or LC?
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This bridge is now at the beta stage first 2 to pm me gets to join Hobbs in testing it.
This bridge does not have any animations and use them from the Enterprise-A and the Generations Bridge. Since I have not been able to contact the authors of these bridges I cannot include them in my mod.
This bridge will not effect the way those bridges work.
I thought someone figured out how to do that without including the animations with the bridge, so it just requires the other ones.
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Do you still have the TMP bridge sound I sent to you a few months ago?
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I thought someone figured out how to do that without including the animations with the bridge, so it just requires the other ones.
Yes they did and I won't be including them but it is polite to ask the auther as I still using their work.
I have been in contact with Mark who has offered advice.
Do you still have the TMP bridge sound I sent to you a few months ago?
Yes thanks though at the moment there are no sounds assigned to the bridge, still on a learning curve.
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Yes thanks though at the moment there are no sounds assigned to the bridge, still on a learning curve.
thats easy enough - lemme know if you need help with that...
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OK time for me to sound like a dummy.
I have tried to add light maps to this bridge without luck, so need some pointers (I have tried the tutorials but still not getting it): -
1, I have lighted the scene and baked a *_lm.tga texture for the part in question. The baked texture does not use the orginal textures unwrap and looks wierd when applied.
2, I rendered the LM to channel 2 on both objects and subobjects with use automatic unwrap checked. (rest of the settings are as LM.jpg below).
3, I have tried to apply the LM maps to a exsisting bridge imported into (ent-A) max. I can get the diffused maps working but not the LM maps. Also when the LM's are applied do you still need lights in the scene?
Any pointers would be great
Also attached the texture for the wall and the baked LM texture I made.
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I had a nice long chat with Mark earlier who gave me lots of great advice for bridge animation.
I have already re-rigged the bridge in Max 9 ready to export to MAX for the pain staking work of animating each charactor to suit the new bridge.
The changed are small but the chairs now fit the default Biped and new lift doors.
I have also added lighting to the scene to try and get some light maps done.
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this is coming along really well, the only suggestion i can give, is to give the wall and white paneling a slight creamish hue, it just makes it seam more TMPish and adding a greenish tinge to the doors(but leaving the labels white) add to this effect, i look forward to seeing this completed. :thumbsup:
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This will be a early TMP bridge with the colder colour scheme.
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Decided to revert to the TWOK layout for this bridge if I'm going to animated it myself.
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it seems to me that the bridge seems a little huge? for example, the distance to the viewscreen feels very far away...
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That is just Max's perspective view, it is to scale with the official plans.
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aaah i see... okee :)
from those pics, it looks like you could fit an airplane between the helm/tact console and the railing in front of the viewscreen lol
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im loving this!
your doing the character animations yourself? when you learn that?
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Did you figure out the chair rotation issue you had?
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The animation issue should be fixed as I now know how to animate them from scratch.
Here is the bridge light mapped in max 9, just have to figure how to apply them to the Max3 version then I can start to animate it.
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aaah i see... okee :)
from those pics, it looks like you could fit an airplane between the helm/tact console and the railing in front of the viewscreen lol
or a galaxy/sovereign class starship XD
anyways baz, this is looking great XD
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Bridge now full loaded in Max 3, Just have to figure out how to map channel 2 to the same as the MAX flatterned mapping to apply the light maps
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excellent! if you can get through the next hurdles, you may be well on a path for more BC bridges! :D
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Prepared the red alert textures to try alert map swapping (note these are Max renders not game shots).
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excellent! if you can get through the next hurdles, you may be well on a path for more BC bridges! :D
:bow: yeah, that'd be awsome, maybe, just maybe, we could expect some 24th centurary bridges XD
anyways baz, this is looking pretty awsome, good luck on getting it ingame :thumbsup:
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:bow: yeah, that'd be awsome, maybe, just maybe, we could expect some 24th centurary bridges XD
The 23rd century needs more love, dammit! :banghead:
Seriously, however - I'm liking how this is looking. (And if you need testers, I volunteer myself. Right. Friggin'. Now. *grin*)
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23rd centurary needs more bridges aswell, and i volunteer to test any beta releases too.
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Steady boys this is going to take a while.
But after a bit of a false start animations are now ready to begin.
I hope to have a test to try tomorrow.
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Steady boys this is going to take a while.
But after a bit of a false start animations are now ready to begin.
I hope to have a test to try tomorrow.
Good luck.
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"by the book, hours would seem like days"
can not wait, lookin awesome :bow:
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baz... if you pull this off you will have achieved a new milestone in the history of awesomeness. :dance
....
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..
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and then you must share your findings on animation to the rest of us idiots, so we can clean our hard drives of rotting bridge projects. :angel
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yeah, maybe baz could do a thread on how to do this, where to get the tools and a tutorial on the interface, after hes done this, it would really help ALOT of us out, seeing as i have 10GB of bridge models, textures, designs etc....it would hep to get rid of em....
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Ok little update. I have created a full set of animations for Miguel, but they do not work in game.
Does anyone know if you need to put place markers on a bridge (dummys with character name)?
This is get frustrating.
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Ok little update. I have created a full set of animations for Miguel, but they do not work in game.
Does anyone know if you need to put place markers on a bridge (dummys with character name)?
This is get frustrating.
I have no idea about it but....hmmmm.... why not trying it out? :)
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Ok little update. I have created a full set of animations for Miguel, but they do not work in game.
Does anyone know if you need to put place markers on a bridge (dummys with character name)?
This is get frustrating.
Baz you used the character studio 2.2 for animation in max 3 ??
your bridge is fully loaded in-game and miguel animation don't work or when you load bridge crash to desktop ??
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Yes I used the MAX 3 charactor studio.
The bridge works in game with no problems. but Miguel defaults back to the Sov position (floating to the right of the captain).
Game does not crash.
I have used the ENR prefix for the animations in the scripts, and have made a ENRMiguel.py in the charactors folder and edited all the bridge py's to change them from ENAMiguel to ENRMiguel
The animations are uploaded here. http://www.filefront.com/17419203/animations.zip/
Speaking with Mark just before I started it should just be a case of creating the biped animation at the relevent station on the set then delete the set and export. Then the scripts call the animation up and stick the animation at the correct staion on the bridge in game.
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Made some minor progress. Miguel is now sat at his station using my original Nif, but none of the custom animations work.
But getting there.
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this is getting pretty damn awsome LOL, well done baz. :thumbsup:
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You're a dark horse, Baz :) Hope it goes well and we can share results sometime. Just back briefly on personal leave, but will touch base soon. And congrats on the baby :)
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tmp bridge is too cool! :P i tried with your animation,changed various line on script but nothing.. miguel use the stock animation (because i used the stock script modified) however your lightmap work ingame??
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ok small update.
I piled through the scripts and now fixed problems using ENRMiguel.
though my animations (other than sitting) still do not working, though after renaming all the ENAMiguel to ENR the character animation all work if in the wrong place.
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Miguel moves, thought the chair does not?
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did you make the chair an animatable object?
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Was not aware it had to be but if you know something I don't do tell I'm going nutts trying to get it to work.
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im just guessing but tht sounds like an obvious option, ask around, ive seen in most bridges they make the chairs linked to an animation NIF file.
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From what mark told me you animate the chair on it's own and export it as a nif one for looking at the captain the other to turn back to the console.
I know Lurock managed to associate a older chair animation to my older bridge but I have not even managed this yet.
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ah, well i hope you manage to get this done because this looks really good.
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Baz - have all chairs working on our original WIP bridge now, using technique we (and Mark) discussed: create separate anims for each chair move, deleting all but object, exporting as nif. Not perfect synch with characters as still using original ENA animations, but close enough. Can also do doors, but haven't on TWOK bridge yet as no anims to walk through.
That's next thing need to learn: how to animate bipeds, esp extra character walks from lift to consoles and back.
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I have tried that but they don't work. What Max 3 export settings are you using?
AS for the charactor animation I have Miguel Work (sans chair) but Saffi just sits there (please lets no open this up to saffi bashing).
Also her scripts are confusing as the ENA saffi has a chair animation but it is not called up in the scripts?
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welcome to the most difficult aspect of bridge modding lol
however, with the same frustration and diligence, the secret code was broken before hence the bridges BC has other than stock...
ya it sucks the bridge gods (LC, Viper, Mark, Sean, MLeo, and LJ and a few others) are gone from BC and it can be tough to get in touch with them, but they are all working on Excalibur and very much busy and focused on that now...
which is actually a really good thing :)
oh if only all you new bridge modders had been on the BC scene just a few years earlier when bridge modding was in its prime... lol j/k :P
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I have tried that but they don't work. What Max 3 export settings are you using?
AS for the charactor animation I have Miguel Work (sans chair) but Saffi just sits there (please lets no open this up to saffi bashing).
Also her scripts are confusing as the ENA saffi has a chair animation but it is not called up in the scripts?
I just use the default Max 3 settings (I assume same ones as your version :)). Once I've deleted set, I export the animated chair via export (duh). On pop up box, I tick keep original texture extension, and untick keep lights. Then just export as nif with appropriate name (e.g. ENR_chair_c_face_capt.nif). Once I've exported all individual chair anims, I then export the whole bridge as ingame model.
What I could do if it helps and if you want, is I can zip up WIP bridge I have so far and send to you? Just out of interest, did Bones ever redo the bridge floor texture and that damage control (green Enterprise schematics)?
Have you done any animated walks yet?
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Baz and I agreed any further developments on TWOK bridge/TMP bridges now here. We're moving on cracking anim problems so hopefully further news as and when happens. Need to find a way to incorporate our separate attempts into a single working bridge. Fingers crossed.
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Great video Lurock and thanks for you help earlier.
Finally figure out why the chairs would not move. I had not set a keyframe for the bridge mesh, now the chair moves.
Though I have picked up a small error with saffi starting in front of the lift doors until I click on her when she slides in to her seat and works perfectly.
I'm assume the same for the lift doors.
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Though I have picked up a small error with saffi starting in front of the lift doors until I click on her when she slides in to her seat and works perfectly.
Interesting. I got same saffi error as you, but assumed it was because I'd transported to twok from another bridge so was script switch error. Anyway, looks like on road to cracking some of this... :)
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Ok saffi sliding problem fixed, she had her stand animation set as the ENA nif.
Right little off topic but can someone give a me a quick run down on how to use walk FX, I cannot seem to find any instructions on how to use it.
Thought the mutator is switched on for it.
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I don't seem to have any sort of configuration for walkfx on my install. I just use arrow keys (fwd, bk, left, right) to move. Not sure who the WalkFX guru is, but might be retired Sovereign over at BCS.
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Right little off topic but can someone give a me a quick run down on how to use walk FX, I cannot seem to find any instructions on how to use it.
Thought the mutator is switched on for it.
Have you set any keys to walk?
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way to go baz, this has come so far from that basic model you let me borrow. I can't wait to see how this'll look when I load it in Poser. Have a cookie and a :drink2: on me m8
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That's a good bit there, but the symbol on the door should be a bit bigger. Not huge, not taking half the door, but enough so it can be seen a bit more prominently from that distance (because you could in the movies, lol).
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That's a good bit there, but the symbol on the door should be a bit bigger. Not huge, not taking half the door, but enough so it can be seen a bit more prominently from that distance (because you could in the movies, lol).
I did say that that pic was an old wip shot of this bridge, right? I posted it to show how far Baz has come.
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All primary position animated now (except the helm, I need to sleep LOL).
Couple of minor colision issues I'll fix tomorrow and I'll look at the extras.
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very good!! :D
congrads on breaking that wall! :)
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Awesome work! Another breakthrough in bridge modding! BTW, the WalkFX creator is Lost_Jedi, aka LJ, aka John, who is most active over on the Excalibur forums, for whom he's a main engine coder.
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Perhabs it would be better if the camera looks to the viewscreen if you press F2 incase someone would like to play BC on the bridge instead of using the external view. But you're doing a fine job.
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Excellent anim work. :) As Bren said, a significant breakthrough.
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Perhabs it would be better if the camera looks to the viewscreen if you press F2 incase someone would like to play BC on the bridge instead of using the external view. But I you're doing a fine job.
thats easy(ish) enough to do... lemme know if you need help with that part, baz...
btw - i havent forgotten about that other bridge scripting you had asked me about; im still settling into the new apartment and unpacking is taking much longer than i anticipated lol
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Will do Jimmy, still along way from finished but I can see a release hopefully around christmas if progress continues at this pace.
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princaple character animation fixed/done and I've fixed the blocky edges to the chairs.
Next Extras.
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Looking good baz. Glad to see that you haven't thrown in the towel on this bridge.
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Looking good baz. Glad to see that you haven't thrown in the towel on this bridge.
Seconded. Wholeheartedly seconded.
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Extra and turbolift working
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thats awesome! :D
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ok some more tweaks.
I have rebuilt the turbolift looked awful when you walked into it.
And been playing with the lighting.
Yet to play with the extra at navigation or at the back security station.
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That looks awesome! Is this the final lighting rig? It looks a little uniform, if I recall TWOK correctly, there was very moody lighting on this bridge.
Excellent to read all the features you have working! You and Lurok, between you, you're heralding a new era in Bridge production (the 4th era?)!
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I'm back!! Happy to see your bridge is working! Sorry that mine had no future... But MAYBE and I underline MAYBE, if I have time (I had a lot of tests of school, and the final exam: now I'm at the university), and if you will give me the permission, I'll be able to adapt my moldel to these fantastics animations, so we will have two versions of the bridge, but it is only an idea.
A lot of compliments for this bridge, really well done! :)
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I am going to release this bridge with a open policy for anyone wanting to use the animations elsewhere. Also I can for see more bridges in the future with new animations so Luroks crew moving method as a gateway to other new bridges from other people.
I will also do a tutorial at the end on how to do them from scratch. The main problem people will encounter is only Max 3.1 can be used for Bridges.
So you'll need to look around all the old dusty software shops to try and find one. Alternativly ask someone who has it nicely to convert the bridge to NIF and use Luroks method.
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Second extra animated and working, though think it needs some tweaking.
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does the animation actually go up and down stairs?? i dont recall ever seeing that for crew animations for BC?
i think the most ive seen is an extra character walking to a console and sitting in the chair (and then getting up from the chair and leaving the bridge), but i dont think ive ever seen them step up or down?
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does the animation actually go up and down stairs?? i dont recall ever seeing that for crew animations for BC?
i think the most ive seen is an extra character walking to a console and sitting in the chair (and then getting up from the chair and leaving the bridge), but i dont think ive ever seen them step up or down?
The crew on STIII BoP bridge walk down stairs :) But yeah, it is unusual. Knowing Baz, he probably has animated steps walk...
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yes she steps down the side of the helm platform and climbs the steps near her control pad. I'm suprised it is not been used more.
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might have been perceived as too hard to pull off. after all, how long has it been since anyone's regularly done bridge sets since you two started the revival ?
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I'm suprised it is not been used more.
to be honest, it might just very well be and ive really not taken notice lol
might have been perceived as too hard to pull off.
nah, i most likely just didnt notice lol that, and it has been a long while since i fired up BC... working feverishly on my section of DS9E kinda burnt me out for BC for a while, tho im sure ill pick up BC again at some point soon... once im done unpacking from moving into the new apartment and everything lol
after all, how long has it been since anyone's regularly done bridge sets since you two started the revival ?
almost 3 years i think? 3rd era released a bunch on Xmas of 2007 but i dont think any new bridges have been done since...
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Jimmy is right not hard to do. Max creates the foot steps just a case of laying out the path for the biped. Mostly rotation but you move it up of down the y axis to climb or decend.
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Could do it like World of Warcraft, where you're floating three inches off the ground when you walk up a staircase. *chuckles*
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Here are my first attempts at uniforms.
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I'd say they look good , people are so nitpicky.
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I have been playing with bridge mutators the last few days so that you can have the proper Enterprise crew but not over write the stock characters.
I have had some success using the Twok crew pack from BC-files (only temp) with the uniforms I made. I cannot seem to get the extras to work but this is a problem for tomorrow.
I want the player to be Kirk and will convert Saffi to Uhura, and with an luck activate the guest to be McCoy.
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looking for help.
I can make the stock crew change heads, and textures but the extras are not playing ball.
App.g_kModelManager.LoadModel(CharacterPaths.g_pcBodyNIFPath + "BodygalMaleM/BodygalMaleM.nif", "Bip01")
App.g_kModelManager.LoadModel(CharacterPaths.g_pcHeadNIFPath + "HeadPicard/Picard_head.nif", None)
pENRMaleExtra1 = App.CharacterClass_Create(CharacterPaths.g_pcBodyNIFPath + "BodygalMaleM/BodygalMaleM.nif", CharacterPaths.g_pcHeadNIFPath + "HeadPicard/Picard_head.nif")
pENRMaleExtra1.ReplacgalodyAndHead(CharacterPaths.g_pcBodyTexPath + "BodyMaleM/TWOKFedTeal_body.tga", CharacterPaths.g_pcHeadTexPath + "HeadPicard/galMale_ensignA_head.tga")
I know the texture works as Chekov (felix) uses the same one.
If any one can review the scripts below and give me some pointers that will be great as other than fixing animation errors I have wasted nearly two days trying to get them to wear the same TWOK uniforms as the stock crew.
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hold on - why are you changing the EF2 Crew?
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I will use the default models when I have the texture swapping working for all models. The current TOS crew are place holders.
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ok - only reason i ask is because LC wont allow any releases by anyone to alter the EF2 Crew; and it might be easier and make more sense just to redo the stock characters...
(tho im sure you were already aware of all that lol)
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I was not planning on altering the models just textures.
I decided not to add this feature and will release with the crew as is.
I am now looking at the condition lighting for yello and red alerts.
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I was not planning on altering the models just textures.
LC doesn't allow texture edits either. Personal experience.
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Was going to make my own but as I have drop that option does not matter now anyways :)
Anyone with film 4 can check the real thing out as TWOK on at 19.00. Alas the wife wants to watch X factor (UK american Idol) so I can't watch it.
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Bridge nearly ready for beta testing.
Have yellow and red alerts working.
For yellow alert I have used the blue lighting scheme from TSFS from the docking scene.
I have a bug in that the chair from science sometimes flies over to the helm position, other than that it is looking in good shape
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For yellow alert I have used the blue lighting scheme from TSFS from the docking scene.
Good choice - now I know what to go to if I ever decide to re-enact any docking scenes, heh.
Cookie, sir!
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ok I feel this ready for some beta testing. This does not mean it is finished but would like some feed back since this is all new stuff for me.
I looking for 4 testers, Hobbs has already stepped up for position one so three left.
So if you want to be one of the first to try a canon early TMP bridge then give me a shout. :)
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I'll test it for ya, chief. :)
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I can run it through it's paces if you want.
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As can I.
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Beta testers positions now complete.
Thanks guys, PM with link to files.
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Sent a PM your way with a couple things I noticed, Baz.
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Cheers, will look at fixing those not major issues.
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The intial reports are in, so far I have fixed the reversed texture and the flying science chair also appears to be fixed.
Saffi's hands will be done tomorrow and the extras walking back to the lift will need some working out and I'm afraid re-animating the walk back :( but that is what beta testing is all about.
The delay in red alert can not be helped as the whole bridge needs to have a texture change and Jimmy is kindly going to see what can be done with the SFX. The cool colour scheme will stay as it fits the feel of the era. I'm sure once this is out there someone will do TNG retextures, so they will be warmer.
All in all positive feed back thus far
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from you current pic, it is fabalious, just sorry I couldnt beta
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Aside from these few bugs, it's looking great so far.
+1 krama
BTW, IIRC, shouldn't that Connie diagram screen flip through a bunch of the ship diagrams from the SFTM? The rest of the panel is animated, why not?
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BTW, IIRC, shouldn't that Connie diagram screen flip through a bunch of the ship diagrams from the SFTM? The rest of the panel is animated, why not?
Because that is the way bones drawed it. He did extensive research so make them as acurate as posible. I think the display you mentioned was used mainly in the TMP science station when the plasma probe was looking at the ships records.
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oh, right, well that's something to retexture later, after release.
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Little update Saffi appears to be fixed and I have found the door controls for the walk back animations.
Still have to get the timing right but at least I know where to look.
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Some updates, Animation issues sorted doors and hands all doing what they are supposed to.
I have updated the model a little the outerwall bugged me and I have add some small details.
Opinons please.
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I don't know what you did, but that looks about 4.7 times better than it did before! And it already looked DANG handsome before!
BEAUTIFUL!!! :yay: :yay: :yay:
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I agree with Bren, definitely looks improved. And I'm glad you put some detail in those little circles in the ceiling. And after checking TWOK, your colors are right for the bridge, it just has different lighting...and I dunno if it can be emulated in BC. :P
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Looking great there Baz....just don't forget the "No Smoking" signs next to the turbolift doors LOL :D
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Looking great there Baz....just don't forget the "No Smoking" signs next to the turbolift doors LOL :D
Weren't those only on the Kobayashi Maru simulator, though?
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You know what looking at the Screencaps you're right LOL. I just thought they were there throughout...eh, guess that's my eyes playing tricks on me!
Though it would be cool to add them (And I might just do that myself when this is released) since Star Trek has been very in-joke-happy for a while now :).
Anyways, moving on...
Can't wait to see more of this bridge...on my install!!!
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Oka list of what has changed.
Modeled seams inbetween the wall panals. And remapped for better textures.
realigned the roof beams, and rebuilt the roof dome and the center ball.
deleted all but one "roof speaker", textured, cloned and realigned.
added consoles and extigishers to lift door ways.
replaced blocky hand rails with smoother curves.
retexture wall, roof and weapons console to be darker shade of grey (with a hint of blue) to match twok screen cap.
texture new parts.
Things I'd like to do is replace the damage control screen made up with screen caps.
Also looking at the TSFS the bridge I'd go for would be on that has burnt walls and displays reading "This station is under computer control". And loose the extras, move brex to the nav seat, saffi standing next to captains chair, felix to communinications and lose miguel.
Also depending on how good my display texturing goes there will 2 variants released shortly after, Reliant and Grisson.
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Bad news lads ...
it seems I've lost my ST4 display textures ... I'm sure I saw them somewhere in my docs tho, I'll keep looking.
Here's the missing damage control display (the one directly over keypads)
http://dl.dropbox.com/u/3658970/damage%20control%202.bmp
about those ST3 displays, do you want me to make those when Enterprise was stolen by Kirk or from the docking scene ???
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The stealing the enterprise version.
The pre-theft bridge was just the post battle twok bridge so pointless repeating it.
Edit Opps forgot to say your a star for the damage control update. cookie.
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Thank's mate ;) I figured out I couldn't live with the fact I left a milestone in BC bridge modding project without proper displays :P
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Indeed it is a shame since these textures having been used on several versions of this bridge without actually making it into a released mod.
This one is on course for a christmas release, hopefully a fititng retirement present from you BC career.
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ST3 displays are ready
http://dl.dropbox.com/u/3658970/TSFS%20PACK.rar
in the meantime I'm gonna look for those ST4 displays
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They look fab mate. just 2 questions.
where does the ship status display go this was not in the twok pack? and the should the automated screens read "this station is under computer control".
any way damage control texture updated :D
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what occured to me is why they didn't actually put line like THIS STATION IS UNDER COMPUTER CONTROL, instead they put THIS STATION UNDER COMPUTER CONTROL (no IS) makes no sense to me but that's how it was in TFSF HD edition.
http://movies.trekcore.com/gallery/albums/tsfshd/tsfshd1038.jpg
notice screen on the left.
ship status ? it's probably all that's left from ST4 displays :( I've pasted it there accidentaly so simply ignore it ;)
I'm now gonna dig through every TMP bridge projects threads in search for any example pic of any ST4 screen I've probably posted ...
Ok, I've found a set of 9 different circular screens for ST4 bridge as well as a complete set for Comm station... better than nothing ;)
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Ok, I have converted the science station to TSFS.
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Looking good ;) here's some ST4 stuff, I hope I'll make it before OCR2010 :D
That's two complete stations so far, comm and engineering, damage console part 2 will be next as well as some weapons bay screens and aux console behind the capn's chair ;)
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:yay:
yay Bones!
see how much BC needs you to not retire??? :P
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Bones, I'm a native English speaker, so I can't give you the grammatical terms for what it is, but leaving out the "is" is a more formal, more militaristic way of saying it. It gives the impression of it being an official statement, a matter of procedure or regulation... You'd see it on safety signs and such.
I did an english course a few months ago, and I should know what it's called, but I can't remember.
It IS correct English, anyway ;)
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:yay:
yay Bones!
see how much BC needs you to not retire??? :P
lol, what he said. Seriously, this bridge is looking tops you guys.
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The TSFS conversion well under way
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Very nice - now I can fly around with Wiley's ST3 Enterprise with the real bridge. Cookied, sah. :D
Are you looking at having the ceiling dome go white on red alert? (And was that TSFS only? Because I don't remember that in TWOK. It bathed the bridge red, but that was it.)
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This is coming along quite nicely and I love the attention that is being put into it. I am definitely looking forward to the the finished product; have a cookie on me...
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Nice, tho I think the bridge needs to be a tad more beige instead of teal/grey, also I might take a look on those walls, I could put some new damage to it ;)
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well here is the wall map template with the stations maked out
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Ok, it's a map plan ? I'll try to play with gradients so I might achieve defferent lighting on several places.
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Really a lot of compliments :D ! About the walls, I agree with Bones: in my opinion they should be a little more beige, they were grey in TMP.
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Really a lot of compliments :D ! About the walls, I agree with Bones: in my opinion they should be a little more beige, they were grey in TPM.
Yup and if you look at TWOK you'll see the actual color is beige/steel grey and dimm lighting makes it look brownish in corners, dunno but dimmer lights and darker colors makes me much more comfortable, maybe that's why I liked TWOK bridge set more than TMP ;)
anyway, it's update time :) science station completed
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Rearranged the furnature in to the Grisson, some textures fixes needed. but it is a start
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those Okudagrams look awesome
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Excellent! :) These bridges will complete the saga! About the walls, if you like the grey color, in future I can retexture the bridge with the beige - brownish color: I am also able to do a clone of the bridge, so we will have the two distinct versions, because I like also the grey one! I will do the retexture If you want to release this mod with the open policy, obviously! ;)
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I intend to give the walls another going over as I want to release 3 versions of this bridge.
TWOK - planned xmas release - last minute texture tweaks (walls included)
TSFS - Same as TWOK but dark lighting, reduced crew and automated station textures with burn marks on the wall (jan 11)
TMP - Cold pale colours with alternate crew/station positions. (jan - feb 11)
Bonus bridges will filter through inbetween as and when
TVY - The 1701-A's first brige - retextrued twok bridge with model tweaks.
Reliant - twok bridge with texture and model tweaks
Grissom - complete kit bash of the twok bridge.
My policy once released is open moding as long as my original files are not overwritten.
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The Spock bridge is coming along nicely
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"Sir. Commander Starfleet on emergency channel. He orders you to surrender this wessel"
"No reply Chekov."
"Aye sir."
"Steady as she goes Mr Sulu".
-Pavel Chekov and James Tiberius Kirk
It's good to see that it's coming along nicely. :thumbsup:
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It's good to see that it's coming along nicely. :thumbsup:
I second that. And plus, that scene had probably the best lines in that entire movie:
"Are you just gonna walk through them?"
"Calm yourself, Doctor."
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Man, these look saucier than Nicolas Sarkozy's kitchen!
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given the twok bridge another going over, adjust the overall tones. I think they are as near as damit.
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Ok I have been tweeking some more and after re-watching TMP and TWOK the helm did not sit well with me so I have completely rebuilt it and animated bones texture so give it some life.
Little adjustment to floor texture and then I'll sent to the beta testers for a final check.
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That does look better! :yay:
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You have successfully build the bent front-consolle :) ! But maybe I didn't understand correctly: you gave bones to the front consolle?! Maybe you gave bones to the helm character, right? Sorry for the question but I'm not a champion in english!
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LOL no, Bones the BC texture god made a static helm texture. I have edited it to make the lights flash on and off.
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LOL no, Bones the BC texture god made a static helm texture. I have edited it to make the lights flash on and off.
OMG Baz ... now I'm really blushing... god ? ehem ... now bow to your god :evil: :funny
looks awesome !
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OMG Baz ... now I'm really blushing... god ? ehem ... now bow to your god :evil: :funny
looks awesome !
*bows* Don't smite me!!! :P
Looking great there Baz!! And Bones, you should really come out of retirement :P
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make it soooo :funny
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Glad we are back up and running again.
TWOK beta V2 done.
Will PM testers for them to sign off on. Sounds need work but the rest is done.
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Ok as my silly and strangely short retirement came to an end (shoot my into my eye before I do that again :funny ) could I have one for beta testing ???
just got my BC reinstalled and modded with KM 2009.12 and DS9 Xtended :D can't get that damn 1440x900 res working, each time I set it I can't start BC without D3D error :idk: I don't remeber having one of these before ...
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Welcome back bones. PM'd link for bridge.
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It is absolutely fantastic :eek cookie ! :bow:
one problem I have is that it kicks me to desktop randomly after 5-10 seconds but it might be my install, will try it on another one.
Now I'm replacing some screens I found from my old pack I sent you (the one from you TMP interiors)
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Glad you like it.
Reliant now mostly done. Slowly converting the Connie displays to match the Miranda.
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Long night but Reliant is 97% done. Who can spot the last texture that needs tweaking.
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send me those, I have my old displays for Reliant, they'll cover consoles on both sides of turbolift door, also I noticed you didn't use new damage screens as well as duty/security roster (4 screens behind captain chair) but I've already fixed that ;)
I can do the same on Reliant plus tweak that blue to a lighter blue ;)
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Who can spot the last texture that needs tweaking.
The helm roll, pitch and yaw indicators still depict the Enterprise :D
Forgot to mention how increasingly bloomin' delightful this pack is looking!
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also I noticed you didn't use new damage screens as well as duty/security roster (4 screens behind captain chair) but I've already fixed that ;)
This is the twok bridge (pre-attack) the new damage displays are for the ST3 version (post attack). :)
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then I must have forgotten to send those in the first pack few months ago :P sorry
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Looks good as is but always looking for improvments.
BTW Cookie for Bren for spoting the last error in the Reliant Helm.
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Little view of the bridge in it's latest version
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VERRRRy good, oh cookied
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I'm trying to make my own body nifs.
This one is a just a edited stock nif, all works accept I have no texture assigned. Any ideas?
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no idea :idk: but hey, you could have turnt saffi into a body with no head XD :evil:
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lol leave it like that - it almost looks like a body-suit-straight-jacket, which somehow might be fitting?
(lol no pun intended :P)
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To add on to what Jimmy said, just cross her arms so its more straight-jacket like :funny
In all seriousness though, it's kind of hard to judge the body in-game without textures, but from what I can see you made the boots more "Wrath of Kahn" uniform like, which should make some people happy who use those uniforms. Keep at it. :)
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from what I can see you made the boots more "Wrath of Kahn" uniform like, which should make some people happy who use those uniforms. Keep at it. :)
Agree with Nero. If you don't have any success (which I'm sure you will :)), whack over my way and I'd be happy to play around with and see if have any luck. I've occasionally had that 'whiteout' missing texture issue and it's usually been something missing or wrong in character script where tga is assigned...
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Be my guest I've been at it for 3 hours without joy
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Omm nom nom nom! I like cookies! :thumbsup:
Maybe give Blackrook a call, he's trying to sort out TWOK uniforms on the EF2 crew, and he's done a lot of character work already... Maybe a little friendly cooperation would be mutually beneficial?
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Be my guest I've been at it for 3 hours without joy
Spent an hour but no joy myself. Annoyed, as can get EF2 changes to work ingame. But I know the problem and relatively minor. NIF works ok in game but it's been exported without texture assignments. If you compare to stock BodyFemM nif you'll see what I mean. The redcircled is what missing from your nif. If you reexport with those textures (the tiny blocky ones in folder) assigned, you should have no probs. Congrats on getting the modded nif working ingame :)
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All I can say is :bow: Lurock is the man.
That work a treat. Cookie inbound for you sir. Now it works just have to build my own bodys and heads.
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ok here is my first full body and head replacment with my own textures.
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Saffi is now uhura. still needs works
Does anyone know how to get the extras to change uniforms or bodies?
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Should just be the same as you're using for main crew:
def CreateCharacter(pSet):
# kDebugObj.Print("Creating MaleExtra2")
if (pSet.GetObject("MaleExtra2") != None):
return(App.CharacterClass_Cast(pSet.GetObject("MaleExtra2")))
CharacterPaths.UpdatePaths()
# Create the character
App.g_kModelManager.LoadModel(CharacterPaths.g_pcBodyNIFPath + "BodyMaleM/BodyMaleM.nif", "Bip01")
App.g_kModelManager.LoadModel(CharacterPaths.g_pcHeadNIFPath + "HeadMiguel/Miguel_head.nif", None)
pMaleExtra2 = App.CharacterClass_Create(CharacterPaths.g_pcBodyNIFPath + "BodyMaleM/BodyMaleM.nif", CharacterPaths.g_pcHeadNIFPath + "HeadMiguel/Miguel_head.nif")
pMaleExtra2.ReplaceBodyAndHead(CharacterPaths.g_pcBodyTexPath + "BodyMaleM/FedGold_body.tga", CharacterPaths.g_pcHeadTexPath + "HeadMiguel/Male_ensignB_head.tga")
Assume you're creating separate TMP scripts (e.g, TMPSaffi, TMPMaleExtra1, etc) and TMP Crew mutator to activate? That would be easiest way to go :)
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Thanks lurok think I've got it.
Though the boddies still need work.
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Wait ... isn't she a bit uhmmm big ? :P
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yeah funny that, the wife said the same lol. I intend to give her a boob job. If you notice from the max renders above she is not so...big
At the moment other than a small helm texture fix the bridge is good to go and will be uploaded for Xmas.
The crew add on will be a seperate mod.
Anyway started Miguel's Spock head lunch time.
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Really well done!
Well, the "Bud Spencer's size" crew is very good if your ship is boarded! What would say an assault team of romulans seeing a crew of enormous people? :funny
Only one thing, can I give you a suggestion?
For the arms, I would try to adjust the bones' envelops, if you are using Gmax or 3DMax: try to make the influence of the bones softer in corrispondence of the elbow. Don't take these suggestions as an offense, your work is excellent! :)
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I fear I have to adjust the model. As the animation nifs will have different envolelops to the model.
Just need a few extra polys here and there.
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Wait ... isn't she a bit uhmmm big ? :P
well, it is Kirstie Alley after all...
havent you seen her lately? :P
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yeah, well she certainly IS bigger since TWOK :P
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well, it is Kirstie Alley after all...
havent you seen her lately? :P
Ohhhhhhhhhhhhhhhhh, low blow. :P
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Spock now finished.
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Ok, I intend to get the small helm alert issue sorted tonight and upload for xmas release.
As mentioned the crew add on will follow at a later date. Not sure people want it so it maybe dropped.
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I'll upload updated textures later today ;)
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Got them and added in.
OK this one is uploaded for Christmas day, enjoy my friends.
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you know ... this is a historical moment, a bridge the BCC community (as well as BCU) have waited since the beginning of modding have finally been uploaded to BCF and will be available for everyone in few days... CONGRATULATIONS Baz :thumbsup: what's more you and Lurok both have broke through the toughest part of BC modding ... in other words :
YOU DID IT !!!! :yay: :bow: :yay: :bow: :yay: :bow:
coookiezzzzz to both Baz and Lurok - heroes of BC Bridge modding !!!!!!!!!!
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I second Bones' comments, and I thank you for giving me the chance to test this beauty. I look forward to playing it fully when I blow up some Klingon bastards with the Connie. *grin*
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This makes me looking forward to christmas. :yay:
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One last update to note. Luckly there was a submision problem as I noticed that the helm alert colour problem was still present. This has now been fixed and a new nif has been uploaded.
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oh f*** :facepalm: I forgot to say that I only replaced those old displays on normal alert status, didn't touched yellow and red maps :eek
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Well I'm sure there is a will be a update in the future. Besides if your on red of yellow alert you have not got time to stare at the displays. :P
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:P right :funny
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Bridge uploaded accepted, guess this thread can now be locked.
I will created a WIP thread for other bridges I will be building.