Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Picky on December 22, 2010, 07:46:48 AM
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This will be probably released as a model to animate because I'm actually not able to create animations or scripts (with my TWOK bridge I learned something, but not enough to build a full working bridge). I know we cannot ask anything to the modders, but if some of the expert ones as Lurok or Baz1701 will give life to this bridge, I will be happy ;) ! Also, if Bones wants, he can fell free to build some panel for this bridge, IF HE WANTS :) !
Once this model will be complete, should be easy also to convert it in the Undiscovered Country bridge, the excelsior bridge, all the TMP ones which use that model as base. I know we already have good versions of these bridges, and The 3rd Era Team did a fantastic job, but maybe we can apply our new knowledges (correct spelling?) in modding to improve also the bridges we have: so no offense to 3rd Era Team :D !
Here I have a few screenshots of the bridge model, this time I'll save it on three different PCs...
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As folks know, I'm taking a break from bridge modding and as when/if return chances are will probably want to continue with own projects. But...I'm sure Baz and I between us can provide you and others with knowledge. I started off just retexturing existing bridges, and only began Max modelling late 2008 (with Rotarran bridge). Had a year off abroad and didn't get that bridge ingame until earlier this year. I don't have any graphics background - just a fan, and a creative tech nerd - so as long as you have patience to complete models and can get hold of Max 3.1 (essential) I'm sure Baz or I could guide you through proces - or write up a tutorial. Good luck :)
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I'll second Luroks statement. I'll help where I can. But Max 3 is a essential or back to 5 and someone who has max 3 asked nicely.
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This will be probably released as a model to animate because I'm actually not able to create animations or scripts (with my TWOK bridge I learned something, but not enough to build a full working bridge). I know we cannot ask anything to the modders, but if some of the expert ones as Lurok or Baz1701 will give life to this bridge, I will be happy ;) ! Also, if Bones wants, he can fell free to build some panel for this bridge, IF HE WANTS :) !
Once this model will be complete, should be easy also to convert it in the Undiscovered Country bridge, the excelsior bridge, all the TMP ones which use that model as base. I know we already have good versions of these bridges, and The 3rd Era Team did a fantastic job, but maybe we can apply our new knowledges (correct spelling?) in modding to improve also the bridges we have: so no offense to 3rd Era Team :D !
Here I have a few screenshots of the bridge model, this time I'll save it on three different PCs...
Hey mate ! glad to see you back ;)
of course I'm interested, I'll gather some screencaps and reference ;)
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Thank you Bones! I already have a LOT of screencaps, all from Trekcore (I have 125 images :lostit: )
Lurok and Baz: you are right in taking a break, I would make the same. Really thank you for the help you are offering, but there is a little obstacle: I don't have Max 3 and I don't know where to find it :( . Now I will concentrate on the model and the textures, when it will be finished, I will think to a solution (maybe searching in all italian's computer's shops!)
Scripting should not be so difficult: there are lots of bridges and maybe copying the pattern will be enough, but the problem are the animations without using Max 3: I don't think it is possible.
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I will convert it to a usable Nif when it is done and you are free to use my Twok animations. Just use Luroks crew moving tutorial and before you know you will have a working bridge.
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Just use Luroks crew moving tutorial and before you know you will have a working bridge
It seems easier, now :)
Little update: chairs complete and capt. chair build, I add a lot of detailes that in the original ones were in the textures. I also adjusted the front consolle. The most difficult part was to bend the arms of the crew chairs.
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Sorry for double post, I have updates:
Captain chair finished, now the saddle (correct word? It is the part on which you lean back) is bent.
The first parts of the walls are done: the lighted ring and the padding.
I made the depression in the center of the bridge a little less deep and then I adjusted the front-consolle's platform.
The wall for the screen is done.
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Looking good
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it just occurred to me - Sean did all the models for all the Star Trek bridges, but never released them (as far as i know)...
http://bc-central.net/forums/index.php/topic,25.0.html
perhaps someone should recommend he release what he has done thus far so people can take them further lol
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Dude, those chairs are fantastic!
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it just occurred to me - Sean did all the models for all the Star Trek bridges, but never released them (as far as i know)...
http://bc-central.net/forums/index.php/topic,25.0.html
perhaps someone should recommend he release what he has done thus far so people can take them further lol
The Stargazer Bridge is my mesh but i'm not sure if I transferred it when I got a new laptop, I shall have to check
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If you can't find it I already have planes to kitbash my bridge in to a stargazer as well.
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The Stargazer Bridge is my mesh but i'm not sure if I transferred it when I got a new laptop, I shall have to check
oooh youre right - i forgot about that...
well, hopefully you still have it kicking around somewhere :)
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At the risk of us hijacking poor ol' Picky's thread, Sean linked me to a bunch of his wip stuff, including his Ent bridges - and sure Stargazer is one of them.
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Ahah, don't be afraid! You can use my thread to discuss the other bridge's models... So I will not double post :funny !
Yes, that Stargazer model is really nice. Sean's bridges are famous: if I remember well, they were the first attempt to build a TWOK bridge, at those time I was only a guest and hadn't an account here.
"Little" update: the walls are done, I adjusted also the trim ring (the lighted one, near the floor).
But there is a little problem for what concerns canon-ity: in the movie we never see the roof, but in a lot of screencaps we see a blue light coming from the upper wall. In my opinion, the roof as to be divided in two parts: one ring with the blue lights that goes all around the bridge, and a white circle inside of that ring. What do you think?
Here the update:
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centre of the ceiling should be white while outer rim should lit blue, also I would go for some artistic license and make the ceiling the same as in TMP/TWOK bridge instead of making it same as in ST6 ;)
so far it looks awesome :) keep it up mate :thumbsup:
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centre of the ceiling should be white while outer rim should lit blue, also I would go for some artistic license and make the ceiling the same as in TMP/TWOK bridge instead of making it same as in ST6 ;)
so far it looks awesome :) keep it up mate :thumbsup:
I quite like that ceiling idea as this is kind of a missing link bridge. Although clearly new Ent-A bridge, has features neither TWOK or TUC bridges have. Not ashamed to admit this is my guilty pleasure Trek movie :facepalm:
I thought this guy did quite a nice retexture to movie look (though I've tweaked mine to have blue ring around screen and one around ceiling)
http://bridgecommander.filefront.com/file/ST5_EntA_Bridge;47210 (http://bridgecommander.filefront.com/file/ST5_EntA_Bridge;47210)
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I thought this guy did quite a nice retexture to movie look (though I've tweaked mine to have blue ring around screen and one around ceiling)
http://bridgecommander.filefront.com/file/ST5_EntA_Bridge;47210
thank you :) my very first bridge retexture...
I always had a soft spot for ST5 Enterprise interiors while ST5 bridge is my second fav TMP bridge :)
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That was your retexture? I always liked it a lot :) , but the model of ST V is a little different. For the roof, I found a solution: in one screencap we can see the lights scheme from the reflection on Sulu's station. I will build it today, so wait for updates!
Current status: first part of the roof done, consolle's walls complete.
To do: turbolifts, door and walls of the turbolifts
roof
railing
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yeah, I was using that nickname back then but I got banned due to no credits in readme (mod theft) I couldn't even defend myself lol :P I wasn't english speaker at all :eek
I had v.2 which is darker and had some more retexturing to it but lost it along with Yamato FBB and my Prometheus retexture due to HDD failure :(
It looks more than awesome mate ! have a cookie
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thank you :) my very first bridge retexture...
I always had a soft spot for ST5 Enterprise interiors while ST5 bridge is my second fav TMP bridge :)
yeah, I was using that nickname back then ....I had v.2 which is darker and had some more retexturing to it but lost it along with Yamato FBB and my Prometheus retexture due to HDD failure :(
Never realised was your work. But now makes sense :)
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As promised, the update: roof and turbolifts done.
To do: railing.
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Looking gooooood :D
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That's some fast modelling...
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damn... you work faster than light :O with progress that fast we're gonna have STV set in no time :) cookied
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damn... you work faster than light
Eheh, a lot of experience from TWOK bridge! In this bridge (ST V) there are lots of imperfections, but all them are out of the internal part, so when we will use it in BC they will be not visible.
Final updates for the model: the rail is done. Now the title of this thread will be: Textures WIP
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If you'll need any help with texturing (not only displays) you know who to ask ;)
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Yes, I think I'll need help, thank you!
I'll work on this project tomorrow :) .
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Holy crap! That's some fast work! :eek :D :yay:
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Fantastic work, but wasn't the STVI bridge just a redress of this one?
Would it not have been easier to "undress" the 3E STVI Bridge?
Nevertheless, as a model, this is gorgeous!
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no, it wasn't, looking at floorplans, turbolifts on STVI bridge are on the sides of the bridge and back wall is 3 segments of displays (science-msd/enviro/aux-communications) while STV bridge has torbolifts in the very same spot as they were on TMP/TWOK bridges and the back wall was only 1 segment divided to 2 stations (I guess these were aux/sec/msd like stations) there are some minor details out there but textures could cover them but where's the fun part :D ? new bridge new challenge :P
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The rear consolles are MASTER SITUATION and TACTICAL.
Another differece is the front rail: in the ST V bridge there isn't: the two steps are attached in one large step that goes all around the front part of the bridge. In the ST V version there isn't the clock in the screen's frame, the stations are a little different, there are wood parts in the keypads, etc. The ST VI bridge is somehow "militarized" while this version is more elegant!
Update: the textures are proceeding but I have a minor problem: I'm using max 9, I have finished the materials and there are a lot of textures to do! I have already compatted the same colors in one texture, but how can I add others materials?
The blue-glow effect from the roof will be done with the lightmaps.
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but wasn't the STVI bridge just a redress of this one?
i was wondering the same thing! thanks bones and picky for clarifying :)
id wouldnt mind seeing some side by side visual comparisons; im just curious to see what i hadnt noticed before...
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Update: the textures are proceeding but I have a minor problem: I'm using max 9, I have finished the materials and there are a lot of textures to do! I have already compatted the same colors in one texture, but how can I add others materials?
The blue-glow effect from the roof will be done with the lightmaps.
As I said in first post and Bones pointed out, lot of people think this is same as TUC, but is the missing link between TWOK and TUC :)
What problem are you having with adding other materials? My suggestion would be use Bones' STV bridge retexture tga files as linked earlier as guide for now, then adjust. Just add textures via material editor. Click on the object you want to texture; go to material editor and hit grey ball. Hit Diffuse button, which opens up bitmap option; then point bitmap to texture. Then add. V. imp to note is make sure textures are .tga files, and acceptable sizes (256x256, 512x512 etc, or 256x128, 512x256, etc...). There are some good basic pointers in ship modding tutorials section.
And don't forget blue glow around the viewscreen :)
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And don't forget blue glow around the viewscreen
Eheh, this will be done with lightmaps: a lot more realistic effect! ;)
go to material editor and hit grey ball
The problem is that I've finished the grey balls! The textures are, for now, 2048 x 2048: do you think it is too much? Resize them will be easy: just cut them and adjust the UVW Unwrapping.
make sure textures are .tga files
Yes, I draw them in .tga, obviously :)
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So what you're saying is you've run out of grey balls, lol :) Easy enough in max 9...just go back into material editor/Utilities/Reset Material Editor slots. You won't lose materials already in scene; just get a new set of grey balls
The only problem with large texture sizes is could be laggy on some people's systems. To be honest, I've found with experience that unless have high-end system and staring at detail close-up (like in Type 9 cockpit) large textures don't make huge difference. Unless you're real close, little difference between 1024 and 2048 lcars, and I'd argue 512 ok. Any plain texture (carpet, wall) etc need be no larger than 128 or 256. Average lightmap is 256.
512 or higher best for areas where need a little more detail - wall or floor lightmaps with light/shadow detail, lcars
But go with you what you think best and if necessary release bridge with a cut-down medium folder as well.
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The only problem with large texture sizes is could be laggy on some people's systems
Yes, you are right: I'm resizing all the textures, now they are 512 x 512. Only the panels and some texture that needs detail will be 1024 x 1024.
Update: still need to add some detail to the model, but I'm at a good point. The main textures are done, there is something to adjust, maybe I will make the doors a little darker, the blue-glow effect of the screen's wall will maybe replaced with a lightmap... I will make some tentative and choose the best result. Then we will have to wait for the panels (I'm sure Bones is drawing some perfect masterpiece :) ).
Just a question: the flashing red alert strips (the one in the LCARS panels) have to be on a sapareted band just 0,00001 millimeters in front of the panels? They seems to be that in 3rd Era Team's bridges.
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Just a question: the flashing red alert strips (the one in the LCARS panels) have to be on a sapareted band just 0,00001 millimeters in front of the panels? They seems to be that in 3rd Era Team's bridges.
That's correct. It's not the only method but probably the best one.
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Thank you, I'll build them in the next hours.
Little update: some progress and some adjustment.
EDIT: update. The Red Alert panels are the original ones by 3rd Era Team: I don't have the authorization to use them, so they are only a guide for the new texture I will draw.
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Sorry for double posting, but there is an important update: the basic textures are complete! Now I have to wait for Bones' panels (there is no hurry, Bones: take your time :) ), then proceed with lightmaps.
The turbolifts need some minor adjustments, but the base is done. In the last screenshot you can see the lights set for the red alert status, but maybe I'll add the Self-Illuminations also to pylons' lights. There will be a textures switch, as in Baz1701's TWOK Bridge. These very dark textures are from the scene of the klingons trying to fire on the shuttle, when Jim uses the "Plain B, B as Barrier" (don't know if it is the exact translation, but in the italian version Kirk says that).
Enjoy!
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I'm doing fine, already have 11 displays (to have it as canon as possible I need 16 ;) )
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You are very fast! There will be animation in 5 frames or we will have the red-alert version?
Little update: textures corrected, now they are whiter and not so yellow-cream as they were before. I'm working with lights: the blue glow of the viewscreen will definately be a lightmap, but I have to understand how build a linear light-origin (maybe a photometric light?). The pylons have now their indipendent light. In the last screenshots you see the red alert version (still a lot to do...).
Enjoy and Happy New Year :) !
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Very clean guys! Keep it up.
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I think that red alert state might end up being a bit too dark ingame. Compare with TWOK or NX-PDW wip
http://bc-central.net/forums/index.php/topic,7410.60.html (http://bc-central.net/forums/index.php/topic,7410.60.html)
But this will be a learning curve, and it's good to trial and experiment. If that's look you want, then fine. You're making great progress and keep on with good work :)
There will be animation in 5 frames or we will have the red-alert version?
Little update: textures corrected, now they are whiter and not so yellow-cream as they were before. I'm working with lights: the blue glow of the viewscreen will definately be a lightmap, but I have to understand how build a linear light-origin (maybe a photometric light?). The pylons have now their indipendent light. In the last screenshots you see the red alert version (still a lot to do...).
Baz and I have been using the .ifl animation method which unfortunately makes animation/red alert switching impractical at present. You have to decide whether to go with all animation; no anim but red alert switch (which I suspect won't be popular) ; or combo like the Nova bridge (most stations animated, but one or two not animated and kept for red alert switch)
Re: blue glow around viewscreen. Not sure what Bones would advise, but I think you're making too much work for yourself :). Best to create as graphic rather than lighting, especially if want to animate screen. Here's the viewscreen I made: simple photoshop job. Not perfect but does job...
EDIT: thanks Bones :) I'll assume Picky seen pic so have removed...
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this is exactly what i would suggest, it's perfect as it is now :D
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I think that red alert state might end up being a bit too dark ingame
Yes, it is possible, but if you look at the shuttle scene, you will see that the whole bridge is totally dark (only the pylons' lights are on). I'll do some trials and I'll see what happens.
Blue glow: you are right :) ! I've done it as graphic and the result is, in my opinion, very good (see pictures below). The frame hasn't yet the blue glow, but I like as it is now, so maybe I'll add a separate texture to use if you want the blue also there.
Oh, and nice retexture! Maybe a bit psychedelic, but very original!
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I'm gonna restart works on displays as the parties and aftermaths are over ;)
This looks simply STUNNING :bow: :bow: :bow: cookie !
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indeed - very nice! :thumbsup:
i never did care much for the movie, but ill definitely include this bridge in my BC install :)
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Bones, you're great! I love the way you see a bridge being made and just sort of go to work!