Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Mark on December 17, 2010, 07:34:13 PM
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One of the my last projects for Excalibur before we moved it from the Bridge Commander engine was to find out how the FlickerLCARs function could be applied to stock bridges, as part of that I helped provide information to get the nifskope library working for NIF 3.1 and then imported the Stock Galaxy Bridge into max. As I guess many of you will know by now the importer does mangle the models so I fixed the problems and then tweaked a few of the annoyances which had bugged me for years:
- Fixed all damage from import procedure
- Integrated red alert lights from old "back-wall" model
- Remodeled and mapped status panels
- Modeled in side panels
- Remodeled "V" support behind captains chair
- Imported LC's Generations Galaxy command chairs
- Remapped rear LCARS to use separate displays
- Mapped doors to different textures so they have the correct labels displaying
- Recoloured several textures to make them look more canon
- Renamed majority of textures to describe them better
- Added details to lights under command consoles
- Modeled rim around roof dome
- Added half-sphere space outside dome
Ultimately this was a failure because the conversion didn't yield any new information about the way that Totally Games had gotten their LCARS working, and upon re-exporting the stock bridge into the game EVERYTHING stopped working (and we already had a better galaxy bridge model anyway). I stole a few parts for the TNG Galaxy Bridge we have in Excalibur now, but this thing remains improved but not prepared properly for reimporting to BC (lightmaps etc).
Since someone has asked for this I thought I might as well upload it here so everyone can access it, if there is a good use or two for the work then I'm perfectly happy. The model is in Max2009 format and should be pretty simple to get your heads round.
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:eek :eek :eek
yay!!! :yay: :dance :bow:
(edit - *many cooookeeez*) :)
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Mark I am sure people will consider naming their first borns after you for this :P :D (unless they're girls of course)
Except I'm still running Max 8 with no hope of ever upgrading *sighs*
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what, you never heard the name "Marcia" or "Marcy"?
I was always told that you can't import character and bridge models and save them in any max but the one the BC engine used.
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what, you never heard the name "Marcia" or "Marcy"?
I was always told that you can't import character and bridge models and save them in any max but the one the BC engine used.
Was way too tired to think about that :P
And NifSkope is your friend :D
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Yeah NifSkope did change all that but it was far from pretty, every face was duplicated and all the material info was lost.
@ eclipse: Its the oldest version of Max I have now, could anyone convert it to obj for you?
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Yeah NifSkope did change all that but it was far from pretty, every face was duplicated and all the material info was lost.
@ eclipse: Its the oldest version of Max I have now, could anyone convert it to obj for you?
Or .3ds would work...that way you don't lose everything. If anyone is willing PM me LOL
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i just wanted to bump this old thread to see if there is anyone out there that could make this bridge happen?
it would be a shame to lose this since so many improvements have been done...
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i just wanted to bump this old thread to see if there is anyone out there that could make this bridge happen?
it would be a shame to lose this since so many improvements have been done...
Quite a necro Jimmy, worse than I ever have done :funny
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i just wanted to bump this old thread to see if there is anyone out there that could make this bridge happen?
it would be a shame to lose this since so many improvements have been done...
let the tides roll a day or two.
able hands may be able to get to it sooner than you think ;)
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My WORD! Did Jimmy just necro post AND make a request???? :P The world IS coming to an end!!!! :hide
Seriously, I would, but so far my lightmapping has been fersheet...
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it isnt a request since the project is already done... it is in max format so it just needs to be exported as a nif and whatever minor things (lightmaps, etc) i guess need completing...
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it isnt a request since the project is already done... it is in max format so it just needs to be exported as a nif and whatever minor things (lightmaps, etc) i guess need completing...
i have the model, and have looked into it.
essentially the textures are done, save for the lightmapping as stated.
this place is BEAUTIFUL, save for a few smoothing hiccups here and there that wouldnt be too hard to take care of.
finding some of the sheer detail is just fun... even the doors are labled proper. im also able to walk about with full rendered textures with no hiccuping, so the textures arent big.
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal001.jpg)
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal002.jpg)
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal003.jpg)
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal004.jpg)
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal005.jpg)
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal006.jpg)
hrmm...
theres also that WEIRD bleed in the RA light textures... i think thats my renderer interpreting animated textures.... :idk:
EDIT:
Fixed it.
(http://i195.photobucket.com/albums/z285/Cyanide1700/Gal007.jpg)
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I'll be happy to take a stab at it as well.
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well it is there for anyone to do so lol
the bridge is complete and fine, no changes needed there - just need to get from there to BC lol
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I assume it will still use the stock DB_ crew positions and animations? Probably only thing that will need to be done is door and chair anims. Plus gamma/normal lighting if required.
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Right I've run into a small snag, this is max 2009 and I have max 9 so I cannot open it :(
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Right I've run into a small snag, this is max 2009 and I have max 9 so I cannot open it :(
Ill send you an obj tonight of the model. Since I can open it in my max 10
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That would be cool thanks, I kind of miss doing bridges
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im just saying - this bridge would be far superior to the Galaxy Bridge we have thus far (including 3rd Era's own Late TNG Gal Bridge) if it were possible to make this happen, i think everyone in the community would be very pleased... :)
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open it with max 2011 and work without conversion to .obj
Vray Render in max 11
(http://img31.imageshack.us/img31/3686/84776096.jpg)
In-game without lightmap
(http://img805.imageshack.us/img805/6075/screenshot002mb.jpg)
(http://img203.imageshack.us/img203/6088/screenshot001ti.jpg)
(http://img844.imageshack.us/img844/3831/screenshot003uk.jpg)
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well, I see there's some tweeking that definitely needs to happen before this can go in game...
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Wow....
Seriously...it looks better with VRay than ingame LOL
well the lightmaps give it that "life" of lighting and shading ingame that Vray essentially did in the render..
if done proper, it TRULY sets off a room
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well the lightmaps give it that "life" of lighting and shading ingame that Vray essentially did in the render..
if done proper, it TRULY sets off a room
LOL Yeah I know...this is why I wouldn't attempt it :P
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LOL Yeah I know...this is why I wouldn't attempt it :P
JUST checking. :P
its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.
then again, ive ALWAYS modded through laptops.... i need to build a tower dammit.
anyhoo. the models are in capable hands now ;) :funny
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JUST checking. :P
its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.
then again, ive ALWAYS modded through laptops.... i need to build a tower dammit.
anyhoo. the models are in capable hands now ;) :funny
GAH...every time I think I hit quote I accidently hit "Modify" Damnit I just want to quote....[/endrant]
Yeah, I really have to hand it to you bridge and ship guys....I only hope to achieve what you guys accomplish...this is why it's taken so long to build my model of the Titan (I want my own verision, however I've had a great deal of fun with converting Kophjaeger's Titan....now if I can just motivate myself to finish her). I really would LOVE to learn how to model and texture/lightmap a bridge...
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GAH...every time I think I hit quote I accidently hit "Modify" Damnit I just want to quote....[/endrant]
Yeah, I really have to hand it to you bridge and ship guys....I only hope to achieve what you guys accomplish...this is why it's taken so long to build my model of the Titan (I want my own verision, however I've had a great deal of fun with converting Kophjaeger's Titan....now if I can just motivate myself to finish her). I really would LOVE to learn how to model and texture/lightmap a bridge...
if i did video tutorials, they would REQUIRE headphones for the random profanity that is in my environment.... and what i myself verbally produce... wich accounts for 80% of it all.
but as pickles says...
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its not that hard.. its just every time ive tried to bake textures through max.. i get memory errors.
max should work fine, even on a core solo/1GB min setup, as long as don't ask it to do too much :) Best advice on baking lightmaps is not to make them too big. 256 grayscale should be fine as standard. I'd only want 512 and/or colour for areas where might want more definition or light effect - say, floors or walls, and even then you can prob shrink that 512 down without losing quality (as we all know, upscaling is bad :nono:)
This is for eclipse.
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/tcrew.jpg)
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I've got it now in max now thanks to CyAn1d3.
I have some work to do to it beforeI can get it into Max 3
I had to repair some smooth groups and replaced the side panels. but here it is.
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge1.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge2.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge3.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge4.jpg)
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Double post, Most of the Vray re-established.
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge5.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge6.jpg)
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The top one's incredible! It could almost be a photograph of the real set!
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The forward edges of the helm and ops consoles could use some smoothing, but otherwise, as has been noted - the vray renders are photo-real.
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The forward edges of the helm and ops consoles could use some smoothing, but otherwise, as has been noted - the vray renders are photo-real.
Thats not a smoothing error. I know an overlapping/loose vert when I see one lol.
Smoothing polys dosnt throw off the mapping like that.
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Rebuilt the doors and added a ready room set. The existing doors would not have worked well will Walk FX
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge7.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge8.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9a.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9b.jpg)
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Hey Baz, don't forget to put lights on the captains chair where the arm rest/panels are (bottom part those six sided white parts)!
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I did not care to much for the default command chairs and have replaced them (though stuck to the original texture)
Next I'll rebuild the Ops and Helm seats.
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9c.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9d.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9e.jpg)
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The chairs look miles better, great work baz!
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are you actually modeling the ready room?
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Not sure about the ready room.
New OPS and Helm chairs
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9f.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9g.jpg)
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that just looks utterly amazing!! i do hope we can get it working ingame...
it may be rather easy, actually; im assuming it can use all the same anims and character scripts and locations that the stock gal bridge uses...
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im assuming it can use all the same anims and character scripts and locations that the stock gal bridge uses...
im quite faithful they will. comparing the two models they are close if not identical.
as long as the xyz positioning of the floor or the model hasnt shifted they should work fine.
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Even if they don't it will not be to great a hardship to replace them.
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THAT LOOKS AMAZING! COOKIE
Other Question: Any plans on doing a season 1 bridge layout (not a request, Jimmy)
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At the moment I'd say no.
I have several mods on the go and I want to get them finished before starting anything new. Then I will be taking a sabbatical as I have been ploughing ahead with mods since I released my first JJ prise back in 2009. Time to stop and smell the roses.
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At the moment I'd say no.
I have several mods on the go and I want to get them finished before starting anything new. Then I will be taking a sabbatical as I have been ploughing ahead with mods since I released my first JJ prise back in 2009. Time to stop and smell the roses.
.. I hear that.
Think I might do the same after new years..
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yes im making a request, Baz can u put tactical where it's bloody ment to be please?
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yes im making a request, Baz can u put tactical where it's bloody ment to be please?
Why does every Galaxy Class have to have the same Configuration as the Enterprise???? However I believe this is happening anyways :P
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This is the most amazing Galaxy bridge I have ever seen! :bow:
Whenever this gets released, will it be the same as the stock Galaxy bridge so that it can just replace the old one and still be useable in single player?
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i dont see why not, thats easy enough to do...
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Added the ready room though other than somewhere to walk to serves no purpose.
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9h.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9i.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9j.jpg)
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Still a cool thing to have!
Could add Picard in as an extra sat at the desk?!
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Still a cool thing to have!
Could add Picard in as an extra sat at the desk?!
... no... i dont like that idea.
he would be just some creepy static character..
dammit baz i love this, and i envy you for your ability to build bridges
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holy shitballs!! that is frakking amazing, baz!!! :dance :D
thank you so much! :thumbsup:
just put an orange cat on the desk and then it will be perfect :) lol j/k :P
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not to be nitpicky since its just an added bonus. The table and chair seem to be wayy super tall. maybe adjust the the axis that goes up and down, (in blender its the z axis) or maybe you could use the mess hall chairs, and voyager ready room chair from ef2 which can be found in this model pack (http://eliteforce2.filefront.com/file/;75275)
the only other thing is the awkwardness with the ceiling, its missing some wall this sums it up (http://en.memory-alpha.org/wiki/File:USS_Enterprise-D_ready_room.jpg)
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Jimmy aren't you supposed to be a moderator around here? i'm just trying to help him make this model that much better. it says right in the rules about being open to feedback.
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I believe Jimmy's point was, the Ready Room is not really an area that -needs- to be included, since this is a Bridge mod. Having the ready room serves no purpose but for RP reasons. The fact that Baz included one, is an added bonus. And who says that every Bridge and/or Ready Room looks identical. We know the USS Odyssey despite being a Galaxy Class, had a significantly different looking bridge.
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Feedback always welcome.
But at this stage the model is done, I have made the roll bar support alittle wider and added detail to it and filled in some holes in the outer wall.
Well into the light mapping now the attached pics are using the scanline renderer form max not vray.
Still work to be done though.
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9l.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9m.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/galbridge9n.jpg)
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the lighting looks awesome :thumbsup:
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I believe Jimmy's point was, the Ready Room is not really an area that -needs- to be included, since this is a Bridge mod. Having the ready room serves no purpose but for RP reasons. The fact that Baz included one, is an added bonus. And who says that every Bridge and/or Ready Room looks identical. We know the USS Odyssey despite being a Galaxy Class, had a significantly different looking bridge.
ITA, DT ;)
@ baz, excellent work! :thumbsup:
I think it's safe to say Starfleet bridges are "Modular & Mission" specific. The Odyssey is the best example, the set being a hybrid of the "DS9 Saratoga/DS9 Prometheus/Galaxy" blend with a distinct tactical station. The command chairs looked like the same configuration of the TNG Hathaway. Variety is the spice of life, as they say. I'm really glad someone is picking up this bridge set. I certainly don't mind having a ready room, or even a observation lounge. The inclusion or exclusion won't be the end of the world. We should be grateful people are still modding for Bridge Commander.
@ the casual posters: On the Art of making suggestions, everyone is entitled to their opinions. But you should take into account that people are doing this as a hobby. After the time and man hours spent on a complicated mod, you should consider your suggestions maybe inconvenient at best. You can understand that, if you have produced a major modification. In the final analysis- you will never be able to please everyone. Or for me personally, I demand "Quality" not "Perfection" there is a difference, between a public release and a cancelled project. But when all else fails, you can pick up the gauntlet and learn how to mod.
Please feel free to mix & match. ;)
BR32
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But when all else fails, you can pick up the gauntlet and learn how to mod.
trust me i tried (http://bc-central.net/forums/index.php/topic,8443.40.html) i got as far as light mapping my bridge but when no one wanted to assist with teaching me the scripting or how the animation system in the game works i gave up.
I took the nitpicks and rolled with it, adjusted some textures even redid parts to meet the demands...
but this is baz's thread so awesome job baz :D
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ITA, DT ;)
I've been using the Internet for the better part of 14 years now, and that's the first time I heard that particular abbreviation. Had to Google it's meaning. Thanks Blackrook :)
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trust me i tried (http://bc-central.net/forums/index.php/topic,8443.40.html) i got as far as light mapping my bridge but when no one wanted to assist with teaching me the scripting or how the animation system in the game works i gave up.
I took the nitpicks and rolled with it, adjusted some textures even redid parts to meet the demands...
Understandable. I taught myself, and made it my business to first learn the inner workings of BC, then branched out to specialized interests.
Trail and error is the only way to learn. ;)
I've been using the Internet for the better part of 14 years now, and that's the first time I heard that particular abbreviation. Had to Google it's meaning. Thanks Blackrook :)
Your Welcome, Darkthunder. ;)
For the curious, "ITA" is short-text for "I Totally Agree". :P
BR32
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Another definition could be "In Total Agreement". But I think we've derailed this enough. Next post goes to Baz I believe :)
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@ the casual posters: On the Art of making suggestions, everyone is entitled to their opinions. But you should take into account that people are doing this as a hobby (my emphasis). After the time and man hours spent on a complicated mod, you should consider your suggestions maybe inconvenient at best. You can understand that, if you have produced a major modification. In the final analysis- you will never be able to please everyone. Or for me personally, I demand "Quality" not "Perfection" there is a difference, between a public release and a cancelled project. But when all else fails, you can pick up the gauntlet and learn how to mod.
Please feel free to mix & match. ;)
BR32
Apologies, Baz, but just needs to be repeated :)
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i want to apologize for being so rude earlier... i was having a really hard time with real life and took my personal anger out on the forums... it was extremely unprofessional and very rude and negative, and it was undeserved... i feel embarrassed for acting like such an arrogant bitch and truly do apologize for the unfair rudeness...
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Don't worry to much your post is nothing to compared to my 2 year old when she gets going!
(http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash3/644044_10151519045943636_1089554163_n.jpg)
I know butter would not melt... don't you belive it lol.
Anyway nothing new to show but project is still moving forward.
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She's two years old already? Sheesh!
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Good gravy they all grow up fast.
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Good gravy they all grow up fast.
Don't they though
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Don't they though
cant say from first hand expierence, out of all my friends, im the oldest, and i have NO kids at all. :funny
Nor Married.
NOR Dating anyone (right now... im not a damn fortune teller!)
but all my friends that DO have kids, they are now all growing up quick, my buddy (the first one to have a kid) his daughter starts elementary school next year!
.... im only 24 btw......
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Back to the bridge now 90% light mapped just the Lcars to map next then it is off to Max 3 with it.
(http://farm9.staticflickr.com/8338/8184973229_14426f0e2c_z_d.jpg)
(http://farm9.staticflickr.com/8487/8184973579_6d4f0122d4_z_d.jpg)
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Are you Sure, this is not just pictures of the set [I know they are Mark's bridge :funny]
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If only they looked the same ingame :) (I think Baz knows what I mean)
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Back to the bridge now 90% light mapped just the Lcars to map next then it is off to Max 3 with it.
(http://farm9.staticflickr.com/8338/8184973229_14426f0e2c_z_d.jpg)
(http://farm9.staticflickr.com/8487/8184973579_6d4f0122d4_z_d.jpg)
Nice Baz. Do have a question though. Are you planning on making the LCARS animated???? I've got an IFL for you if you'd like!
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Thanks may take you up on that later, but for now I'm working on getting it in game.
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In game and seem to have some issues to sort out
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/ScreenShot108.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/ScreenShot109.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/ScreenShot110.jpg)
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Looks perfectly fine if you are on LSD :)
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*whistles*
yea... theres a few bugs in that box of cereal! :eek
looks like making the chairs taller would be a "cheap" way to fix felix and kiska.
as for the textures... i WANNA say the mapping looks distorted... or BC is doing funny things to that mesh... it looks like its distorting along the edges of the faces on that console
and the lighting makes me feel all warm and fuzzy inside >.<
any progress, is good progress mate, keep it going :thumbsup:
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:eek
yikes it almost looks like you have to redo practically everything from scratch it seems!
including crew placements - is it even worth it anymore? lol
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Keep at it! You'll get this done. Just need to iron out the few things in the pics and it'll be perfect.
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Heh, I think the helmsmans expression is priceless xD
"Ahhhhhh my hands are in the console" LOL
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Good to see this getting some use! :thumbsup:
theres also that WEIRD bleed in the RA light textures... i think thats my renderer interpreting animated textures.... :idk:
EDIT:
Fixed it.
Not sure whether that fix made it this far, but the red alert lights were set up as they needed to be to work correctly with self illumination colour set to #FF0000. It just doesn't render out very nicely in max :P.
In game and seem to have some issues to sort out
You are still loading the "backwall" model which literally covers up many bits of the old mesh through Bridge Plugin. This is why you are getting the face tearing and cloned panels. Ironically it has done you a favour since it is showing up that the new model is off-centre.
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Not sure whether that fix made it this far, but the red alert lights were set up as they needed to be to work correctly with self illumination colour set to #FF0000. It just doesn't render out very nicely in max :P.
the "fix" was just used simply for render purposes, ive heard and seen funky things maxs default scaline renderer does sometimes, since ive posted those renders i FINALLY switched to Vray rendering... now that i figured it out. :hithead:
all i really did to get it to work for renders sake was just re-apply the same material. for some reason it worked :idk:
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Sorry to revive the post but trying to download but getting 404 - Attachment Not Found
any chance of a reupload ???? please !!!!!!
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i think it comes with Bridge Core Gold?
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thanks !!!! ill look for it
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just checked and it doesnt does anymore have it ????
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just checked and it doesnt does anymore have it ????
Not surprising, Mark did not make this mod public, this was a BCC exclusive.
I do remember this release of Mark's from awhile back. Of course, this is not the same mod.
* Galaxy Bridge Retexture:
https://www.gamefront.com/games/bridge-commander/file/galaxy-bridge-retexture-2 (https://www.gamefront.com/games/bridge-commander/file/galaxy-bridge-retexture-2)
I would suggest posting your hunt here....
* New Download Requests:
http://www.bc-central.net/forums/index.php/topic,10106.80.html (http://www.bc-central.net/forums/index.php/topic,10106.80.html)
Because, this is a basic "where can I find..." question. Some BCC members may have the file your looking for. Don't forget to post the file name, that's always helpful.
Mark's_BCGalaxy.rar