Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: baz1701 on May 22, 2011, 05:43:26 PM

Title: Baz1701 bridge WIP
Post by: baz1701 on May 22, 2011, 05:43:26 PM
Decided to put all the Bridges I'm working on under one thread to keep everything tidy.

So with the Enterprise-B and the Super Stardestroyer bridges well on the way I decided to brush this old one off and work on  it some more.
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on May 22, 2011, 06:37:11 PM
i KNEW this was coming.  Tiq suddenly suggested an interest in bridges last week :P

wonder if there'll be as many "boos" over a JJ bridge as there is over the ship :P
Title: Re: Baz1701 bridge WIP
Post by: Killallewoks on May 22, 2011, 06:42:11 PM
''Noooo it's a terrible bridge and doesn't conform to how bridges should look....''

Joking aside I'd love the JJprise bridge id like to recreate the graveyard scene. :evil: I dont see why people should complain about it, BC can't do lens flare so we may actully be able to see the bridge in all its shiney futuristic glory. 
Title: Re: Baz1701 bridge WIP
Post by: deadthunder2_0 on May 22, 2011, 09:47:52 PM
you can have lens flares in BC, just not on the bridges
Title: Re: Baz1701 bridge WIP
Post by: ACES_HIGH on May 22, 2011, 11:44:57 PM
bring on the barcode scanners!
Title: Re: Baz1701 bridge WIP
Post by: eclipse74569 on May 23, 2011, 01:00:07 AM
And the lens flares!!!
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on May 23, 2011, 01:01:29 AM
I was actually wondering about this, but I did the smart thing and didn't ask. lol
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on June 01, 2011, 04:23:35 PM
After securing some official plans I have started to rebuild the bridge.

The walls and floor are new but the only parts I seemed to have gotten right are the chairs and helm. The rest will be changed in turn.
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on June 01, 2011, 05:32:00 PM
purrrrty
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on June 01, 2011, 06:47:33 PM
 :eek niiiice
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on June 01, 2011, 07:45:23 PM
Bridge looks great.
Title: Re: Baz1701 bridge WIP
Post by: Bren on June 02, 2011, 08:12:07 PM
Wow! Looks fantastic!
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on June 03, 2011, 05:01:49 PM
some new bridge station
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on June 03, 2011, 06:21:30 PM
Still looking good Baz.  Just out of curiosity, are you going to be putting in the dedication plaque?
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on June 04, 2011, 02:03:41 AM
moar lenzzes flare plxkthxni

(lol sorry, had to...  :P)
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on June 04, 2011, 11:45:43 AM
moar lenzzes flare plxkthxni

(lol sorry, had to...  :P)

(http://www.wired.com/images_blogs/underwire/2009/10/star-trek-jj-abrams-set.jpg)

MORE FLARE!
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on June 18, 2011, 03:01:38 PM
small update
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on June 18, 2011, 03:13:09 PM
i say only this Baz:  :woot:
Title: Re: Baz1701 bridge WIP
Post by: flarespire on June 18, 2011, 03:55:11 PM
i say only this Baz:  :woot:
^ yeah that ^
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on June 18, 2011, 06:32:16 PM
Wall done and floor roughly fleshed out
Title: Re: Baz1701 bridge WIP
Post by: Bones on June 18, 2011, 06:48:02 PM
It's shaping up pretty nicely Baz ;) looking great dude ! have a cookie !
Title: Re: Baz1701 bridge WIP
Post by: Darkthunder on June 18, 2011, 10:45:06 PM
Just out of curiosity, any chance for a more "conventional" texturing style on this bridge, as a variant? Either TOS or TMP-era texturing style.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on June 19, 2011, 08:13:02 AM
Just out of curiosity, any chance for a more "conventional" texturing style on this bridge, as a variant? Either TOS or TMP-era texturing style.

At the moment no plans to do this but would not be opposed to someone else re-texturing.

I have started to do the displays.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on June 19, 2011, 09:34:21 AM
Sweet!  Have a cookie!
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on June 20, 2011, 09:11:30 AM
Whoa nelly, thats good
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on June 20, 2011, 07:42:40 PM
Whoa nelly, thats good

no its not, it GREAT  :smack:
Title: Re: Baz1701 bridge WIP
Post by: FarShot on June 26, 2011, 03:48:02 PM
That floor looks pretty low res.  Obviously you can't kick it up because the floor is so huge, the texture size would go up.  But perhaps another solution would be to divide the floor up into more polygons, with the areas of different floor texture having different polygons then the rest.  If you've seen Lint's texturing style, then you'll know what I mean.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 02, 2011, 03:46:33 AM
FarShot, he did say that the floor was rough.
Title: Re: Baz1701 bridge WIP
Post by: MarkyD on July 04, 2011, 03:27:08 PM
Looks good mate  :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 04, 2011, 08:08:45 PM
Cheers hopefully can get back on these shortly when I have sorted the last few bugs out with the current ship releases.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 05, 2011, 11:07:46 PM
Sounds like a plan baz. :D
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 12, 2011, 05:42:23 PM
squared up the first display. And finished another.
Title: Re: Baz1701 bridge WIP
Post by: Bones on July 12, 2011, 06:12:02 PM
Damnit ! If not my trip to Canada I could help you out with those displays a lot ... of course feel free to use the stuff I sent you (hopfully) ;)
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on July 13, 2011, 08:52:42 AM
ALL I can say if whoa :D oh a cookie is in the future , like now after I alt+s this post, then I'll give a cookie, maybe I shoulda done before,hmm.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 14, 2011, 02:41:02 AM
Getting better and better.  Can't wait until this is done, then I can stop using the Prometheus bridge as my JJ Bridge.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 14, 2011, 06:14:11 PM
More displays. one more main display then back to the modeling phase 2
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 14, 2011, 10:11:32 PM
Looking good!

What's next on the modeling phase?
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 15, 2011, 03:40:36 AM
What's next on the modeling phase?

Well a roof to start with.

Then the center consoles and finally the viewscreen.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on July 15, 2011, 07:02:46 AM
Well a roof to start with.

:funny.

Looking good there...and you have more patience than me  :)...
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 15, 2011, 07:52:24 AM
These displays are hard going. having to use MAX alot to make the wire framed shapes.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 15, 2011, 11:18:01 AM
Well a roof to start with.

 :facepalm: I didn't even realize that it was roofless.  That would make interstellar travel...interesting.  For about five seconds.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 16, 2011, 05:51:34 PM
Displays now all done
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 17, 2011, 03:06:06 AM
Pretty displays.  I really like the JJ-verse's LCARS.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 17, 2011, 06:19:56 PM
small break from the JJ bridge. Decided to light map the TWOK bridge since I neve did it the first time round.

I also built a new roof for it.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on July 18, 2011, 02:32:22 AM
You and your roofs, Baz... :)    Like the ambience on TWOK bridge.  Lightmapping tricky so good to see you giving it a shot...think it really adds to sets...
Title: Re: Baz1701 bridge WIP
Post by: mckinneyc on July 19, 2011, 04:29:55 PM
My word!  :dance
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 27, 2011, 06:05:08 PM
Ok have the bridge all self illuminated in max.

Pic 1 is the set with the max default light set to one.
Pic 2 is the set with the max default light set to zero (all the illumination coming from the bridge)

and the last 2 pics are what it looks like in game.
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on July 31, 2011, 08:27:42 PM
spiffy!

by any chance did you get rid of that annoying seam in the roof that causes bleeding on your original release?
(smack me if this has been answered already)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on August 01, 2011, 06:39:21 PM
Still having light mapping problems
Title: Re: Baz1701 bridge WIP
Post by: Bren on August 03, 2011, 05:21:11 PM
Getting there, though, the lighting's nowhere near as flat as the last post.
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on August 03, 2011, 05:33:29 PM
Not bad at all, what does it look like at redalert, or did I overlook it?
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on August 03, 2011, 06:25:13 PM
Will look at red alert once green alert is sorted. :P
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on August 03, 2011, 07:12:47 PM
Wish I knew anything about this stuff so I could help ya out baz.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on August 04, 2011, 06:50:53 PM
PMd you I'd post here in case this info useful for others.  You were 99% on right track: just found a few problems which affected export.

1. Some of your textures weren't in folder/path Max was expecting them.  I'll be sending a script which can help with relinking missing textures, but as a general rule good idea to keep all working textures/LM in one place: I usually put them in a High folder in project folder.
2. One of your objects was expecting the wrong texture:  one called enviro5.ifl rather than enviro1.ifl.    Easy slip but always worthwhile double-checking all material names. 
3. One object had a lightmap but it wasn't rendered into ch 2, which can throw out max3 export.  Again, easy enough in material editor to doublecheck all textures have lightmaps, and channels.
4. You mentioned some black areas in lightmapped bridge.   Those are areas where light isn't really getting to them, and can be checked on UVW maps.  Solution is either to 'paint' in light on lm texture, or adjust lighting so those areas do get hit.  On pics below, I 'painted' in one liftdoor  and left other as is. 

Once sorted those issues out, BFFd to max3 then NIFd into game with red alert gamma setup.  From first pic below, your original lighting quite nice, but once you go to red alert bridge too dark (common problem I have).    I boosted all the lightmaps by half, which are remaining pictures.   Had redmaps and yellow(blue)maps from previous experiments so thought would try them so you can get a sense of how bridge will look. 

In a nutshell:  lightmapping is a drudge and pain in the a**  :)
Title: Re: Baz1701 bridge WIP
Post by: 7 on October 27, 2011, 11:02:50 PM
Hi im new, so i was just wondering where do i download those awesome lights for the TWOK bridge and any idea on the release of the JJ bridge???
Title: Re: Baz1701 bridge WIP
Post by: eclipse74569 on October 27, 2011, 11:35:48 PM
Welcome to the Boards.

As a rule it's not a good idea to ask for the release date of mods, also the modder (Baz) hasn't updated in a few months, so it's generally not a good idea to bump a thread either, when the modder has an update they will share that update with us.  And as such I'm not sure Baz has finished the TWOK bridge to my knowledge (If anyone knows different kick me :P). 

Again welcome to the boards :). And don't take my words as harsh...I was just trying to keep you informed is all :)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on October 28, 2011, 05:05:19 AM
Well these projects are still alive and well but back burner for now.

Watch this space. Just waiting to have more free time.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on December 11, 2011, 06:55:34 PM
Have been playing with light mapping again which after some help from mark has finally met with some success.

Still having issues with the security and enviromental consoles, all the steel coulored parts and all the little add ons (fire extinguisher, roof lights etc).

Will have to work on it next weekend asI'm away till then
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on December 11, 2011, 10:44:13 PM
looking good  :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on December 12, 2011, 04:45:16 AM
Lighting's looking really good  :thumbsup:

I think the issue with the dark panels might be the way their UVWs are laid out.  Might be worthwhile checking, and if necessary re-doing those.

edit: also, if you have parts that share same material texture (e.g chrome tga on railings, chair supports etc) you need to have individual material slots for each part.  That is, material railing/chrome;  material chairsupport/chrome.   Otherwise, all the common parts will share the one generic chrome lightmap.  If you have separate material/parts slots, then each one will get it's own lightmap.   
Title: Re: Baz1701 bridge WIP
Post by: Bones on December 12, 2011, 03:17:28 PM
I dunno ... not that the new lightmapping is wrong or something ... this bridge always looked a little bit too grey for me... just looking at pictures from TMP, TWOK and TSF (althou lighting in this one is different in almost every scene) but in most scenes, walls appears to be beige / light brown.

change that and you have it perfect :D

as for now, it's cookie time !
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on December 29, 2011, 05:26:16 PM
Most of the light mapping bugs sorted.
Title: Re: Baz1701 bridge WIP
Post by: Bones on December 29, 2011, 05:45:30 PM
Now I feel like I'm watchin ST2 :) really nice !
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on December 29, 2011, 06:05:34 PM
nice B
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on December 30, 2011, 05:20:04 AM
Congrats on lm fix  :thumbsup:  Looking forward to (poss?) re-release...  (nice crew btw  ;))
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on December 30, 2011, 07:19:59 PM
Crew looks great mate, thought the helms woman has no eyes.

Anyway the next phase in this project is ready to be baked and sent to Max 3 for conversion and animation.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on December 31, 2011, 05:12:30 AM
Crew looks great mate, thought the helms woman has no eyes.

I noticed that  :)   Valeris does have eyes; they're called 'romulan_face' or something similar and should be in the main TMP folder (not in female face or bodies).  If you find the tga is in wrong folder or not there, just drag any one you find with that name into the main TMP folder and should fix prob.  

Are you going to try for red alert state too?   Do you want bridge darkening look (which is done in max 3 with gamma and normal dummies),  or are you going for red-tga mapswaps?  
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 01, 2012, 08:34:26 AM
First post of the new year and here is a working Reliant bridge. Just need to sort the extras out as they are from the Enterprise.

Not sure on the alert changes at present.
Title: Re: Baz1701 bridge WIP
Post by: WileyCoyote on January 01, 2012, 11:19:20 AM
Where's the override? THE OVERRIDE!!

Looking nice.  :D
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 09, 2012, 06:30:59 PM
Ok Been working back on the connie bridge. Have done the red alert maps but there are two problems.

At green alert the roof is screwed and at red alert the helm is screwed?

(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot081.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot082.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot083.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot084.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot085.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot086.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on January 09, 2012, 06:58:24 PM
Well, that's...odd.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on January 10, 2012, 05:58:42 AM
Gah! I've had that helm problem plenty times and it's a real pain.  What I've narrowed it down to is issue arises when have two textures/meshes with similar names. I assume you're map-swapping via bridge autoload script?   Check in there and see if there's two similar named helm items. Could be: helm console and helm chair, or similar.  If that's the case, you need to rename one of them.  What I do now is go back to max 3 model and rename mesh property as well as texture/tga and re-export.  

PS: I must send you Valeris' eyes  :facepalm:  Have pm'd you.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 11, 2012, 05:59:27 PM
OK all Red Alert mapping issues sorted. I have dumped the Blue colour scheme for yellow alert and decided to stick to the Yellow alert from TWOK which is no colour change.

This has been sent out to beta testers so fingers crossed a release will follow shortly.
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot087.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot088.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot089.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot090.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot091.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot092.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot093.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/ScreenShot094.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on January 12, 2012, 10:41:05 AM
Great work as always Baz 9/10 *Minus 1 as its not a new tos bridge lol*
Title: Re: Baz1701 bridge WIP
Post by: Bones on January 12, 2012, 05:56:21 PM
and you seem to have outdated damage control station display ... I clearly remember I made new along with all the rest displays... if you don't have'em, I just need to pack it up and dropbox it for ya ;)

New lighting looks great !
Title: Re: Baz1701 bridge WIP
Post by: Bren on January 12, 2012, 08:39:34 PM
Oh man, this is giving me serious nostalgia kicks for Star Trek: Starfleet Academy, the PC game that preceeded Klingon Academy.

Gorgeous, sumptuously atmospheric work, Baz! And high-res screenshots! Huzzah! Did you get a new PC from Santa?
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on January 12, 2012, 11:56:25 PM
Great work on this Baz!
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 16, 2012, 04:16:00 AM
I have enough feedback to send the TWOK bridge out for release tonight.

I will have 512 textures in the main install, but I will also include 1024 for those with super computers.

The reason for this is, when going to red alert not all the textures swap properly if you have highly detailed ships loaded.

Thanks to the beta team and special thanks to Lurok for sorting out the Generations Bridge script issue and for the 512 textures.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on April 21, 2012, 04:49:14 AM
Well the current state of my bridges are: -

Superstar destroyer abandoned (might resurect latter)

Relient - in game just need to sort of the extras animation and intergrate the revised Twok scripts to avoid the Generations bridge problems.

ST3 bridge - As with Reliant all in game but having script issues deleting unwated main crew members.

Ent-B bridge is all modelled and textured just needs my own Lcars since it is currently using 3rd Eras and have no permission to use them in a final release.

The JJBridge now has a roof but little else has changed since my last post on it.

I figure at some point Jimmy would chastise us for spamming the vray tutorial thread  :P so hope you don't mind me moving this here.   

Didn't Bones do some textures/LCARS for Ent B bridge?

Sounds like best thing could help with would be anims and scripts. Once you've got bridge meshes as you want them, you can send me a copy and I can use those for anims.  One good thing to come out of SP Mod is got to experiment with doing those combi-anims, you know, the walk/sitdown ones.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on April 21, 2012, 05:58:49 AM
Thanks for the offer.

Bones has given me permission to use his just having trouble finding them on BC-files.

If any one can link the bridge with the textures in I can have them bridge ready for light mapping.
Title: Re: Baz1701 bridge WIP
Post by: genty on April 21, 2012, 06:03:10 AM
I think this is the one you are looking for
http://bridgecommander.filefront.com/file/Generations_Enterprise_B_bridge;94926
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on April 22, 2012, 08:14:46 AM
That's the one, and very nice too  :thumbsup:   I know you can do the anims too, Baz, but I also know can be pain in butt and just thought could help share workload if pushed for time  :)  Plus there'll be more demand for your bridges than mine  :P
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on April 22, 2012, 09:25:41 AM
uhuh...i have every stinking one of your bridges, Lurok, but only this one of baz's so far.

a long time ago, me and tiq put together an improv TE bridge retex.  i've learned a couple tricks, and I think I might do some repairs to it, now.  you and baz oughta pat yourselves on the back for that.
Title: Re: Baz1701 bridge WIP
Post by: Bones on April 22, 2012, 01:54:47 PM
Oh, that's a nice list you've got there :D I would love to see the SSD bridge in BC :D
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on April 22, 2012, 03:51:01 PM
I'mm having a spot of bother downloading Bones bridge!

Quote
Your DLC (download code): 350026949269113 has expired.
Please click here to download.

The reason you are getting this error is probably because you got to Bridge Commander Files from another site. The webmaster of the site you came from (http://bridgecommander.filefront.com/file/Generations_Enterprise_B_bridge;94926) has obviously not been linking to our files properly.

Sorry for the inconvenience!


The Bridge Commander Files Staff


Note to Webmasters: Please link to our File Info page (http://bridgecommander.filefront.com/file/Generations_Enterprise_B_bridge;94926 for example)
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on April 22, 2012, 04:15:42 PM
strange...  i was able to dl it just right now...
try from this page: http://www.gamefront.com/files/12083258/generations_enterprise_b_bridge.rar
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on April 22, 2012, 05:11:18 PM
Cheers jimmy. downloading now
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on April 22, 2012, 06:43:35 PM
Well have bones's displays added.

(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/entb_bri1.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/entb_bri2.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/entb_bri3.jpg)
(http://www.chrisjonesgaming.net/userfolders/baz1701/screenshots/entb_bri4.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 01, 2012, 04:59:00 AM
I've PMd you on the initial Reliant test issues .  Forgot to mention would look nice darkening on red alert, so I can write up how to add gamma/normal to bridge in Max 3 if you want to do that yourself.  Very easy for someone like you.

SSD Bridge.  Lovely  :)   Here it is ingame. Not sure if wanted to do more on it?   These are just basic static positions.  Could experiment with adding more extras so all seats filled (know you can have four extras but not sure if game limit) and walks etc.  Or could just send you current scripts and you can have the fun  :D

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSD1.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSD2.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Killallewoks on May 01, 2012, 05:04:27 AM
 :bow:

All we need now is an SSD to go with it...
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 01, 2012, 05:28:05 AM
Looking good my friend. I'm more than happy to let you run with the scripting and animating if you like to trick it out.

Just glad you got it working. Does Walk FX work all the way to the back of the corridor?
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 01, 2012, 05:35:56 AM
You know what...I haven't tried that yet  :eek   WalkFx gets a little 'sticky' as you negotiate the stairs down from catwalk, but I assume you can walk all way to back.  Was just concentrating on getting ingame with figures.  

EDIT:  here's view from rear. You can walk all way to back but viewscreen goes crazy about halfway down. 

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSDrear.jpg)


If you do any more work on both or either bridges, can you send me your max(both versions) files as well?  Will help re: anims.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 01, 2012, 11:25:05 AM
ADDING GAMMA/NORMAL TO BRIDGE MODEL (gives bridge darkening effect at red alert)
Just before export nif in Max3: create two dummy helpers, name one Normal, the other Gamma. Select all parts of bridge you want to make dark (I usually select everything except maybe light and lcars). Click on the Link button in menu (looks like a magnet). You can then either select Normal from drop-down menu, or drag the selected parts to the Normal dummy (you'll see stretchy lines converging on dummy) and release when it higlights.  Then click (or menu select) Normal dummy and repeat same process linking it to the Gamma dummy.  You can test you have right result by going into Edit/ Select By Name and in Select Objects box menu ticking display subtree.  You should see a hierarchy then with Gamma at top, then Normal and bridge parts you selected under Normal. You can export nif ok with helpers un-hidden but I usually hide them first.  If you get weird seat/liftdoors flipping off effect ingame (I got that on a few bridges), just unlink from Normal. It means they won't darken but not end of world.
(edited to clarify)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 01, 2012, 11:52:38 AM
I'll send you the max files once I have rejiged the stations. Why are the walls blue?
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on May 01, 2012, 11:59:34 AM
somebody put those darkening switch at red alert directions in with tutorials, or something.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on May 01, 2012, 01:29:46 PM
All that SSD bridge needs is a Darth Vader standing at the window.  Though I expect that would unnerve the crew.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 02, 2012, 05:23:52 AM
I'll send you the max files once I have rejiged the stations. Why are the walls blue?
You know what?  Hadn't noticed  :)  Figured something wrong so reinstalled textures from rar and all OK.  Looks like when I batch resized to 512, program did something skewy with colours. I've unchecked the naughty option, so pic below is all your original textures resized to 512 with no colour correction issues.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELfixed.jpg)

RE:  SSD Bridge - are there are any doors?  If no, I'll just try some loop walks.

somebody put those darkening switch at red alert directions in with tutorials, or something.
That was just a quickie outline for Baz. If anyone else wants tute, I'll write up a proper one with pics.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 02, 2012, 05:43:54 AM
Reliant looks much better.

There are not working doors on the SSD bridge, just figured it was big enough already.

There are two textured doors one at the very back leading to another corridor and on at the base of the stairs leading to Vaders meditation chamber.

As for the crew.
The enlisted crew wear crew jump suits.
(http://www.theforce.net/swtc/Pix/dvd/ep5/pit-e7.jpg)
Junior officers
(http://stylemetothemoon.com/wp-content/uploads/2010/01/SMTTM-Authoritaire-StarWars-Imperial-Officers.jpg)
Senior officers
(http://www.theforce.net/swtc/Pix/dvd/ep5/esb14_8.jpg)
And here is the rank guide.
(http://www.shadowdalecreations.com/Imperial_Rank_Guide.PNG)
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 02, 2012, 05:55:03 AM
Reliant looks much better.
Well, looks as should and same as your pics couple of pages back, lol  :D  At least figured out what colour issue was and will await your rejig.

There are not working doors on the SSD bridge, just figured it was big enough already.
Okey-doke. Just let me know if change mind and put anim doors in.  Thanks for SW pics - very useful  :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 02, 2012, 08:20:41 AM
Ive asked Bones if he can retexture to make a bridge crew, got majority of scripting sett, for the bridge crew, these pics will come in very handy for him.

Bones an Lurok , I sent you and bone- a link to the SWuniforms work [Ive done at least Mite Help, its just basically the file structure]
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 10, 2012, 06:59:28 AM
with better model those lads would look less blocky but still I think they will look intimidating when standing on bridge :)

have a look on the pictures :D

(http://i809.photobucket.com/albums/zz16/Bones_mccoy/officer_black.png)
(http://i809.photobucket.com/albums/zz16/Bones_mccoy/officer_brown.png)
(http://i809.photobucket.com/albums/zz16/Bones_mccoy/officer_grey.png)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 10, 2012, 07:01:43 AM
Looking good there bones. :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 10, 2012, 07:05:20 AM
 :yeahthat:   :)

I don't use stock figures anymore so I'm also tinkering with ef2-style crew. More choice all round.  I'll post pics by weekend, along with WIP on Reliant bridge.
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 10, 2012, 07:13:19 AM
wait ... if we can already use EF2 styled crew with higher poly count, couldn't we just model better crew for TMP era (model would perfectly fit Imperial crew due to the tunic like uniform ) ? just thinking but this would look awesome, I would even volunteer to make both TMP and Imperial crew uniforms :D
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 10, 2012, 07:30:58 AM
Don't forget - we're still not officially allowed to release ef2 crew mods without permission from LC/Luiz (unless that's changed?).  None of the mods I've been done been released, just shared with likes of Baz etc to help with screenshots etc.  That's why be good to have stock mod as well.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 10, 2012, 08:44:37 AM
I have played around with making my own crew models with limited results.

The boobs on female somehow got enlarged in game !!!
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 10, 2012, 08:46:59 AM
I have played around with making my own crew models with limited results.

The boobs on female somehow got enlarged in game !!!


I guess no one will complain about that :D
Title: Re: Baz1701 bridge WIP
Post by: Killallewoks on May 10, 2012, 08:47:58 AM
I have played around with making my own crew models with limited results.

The boobs on female somehow got enlarged in game !!!


Well...  :angel
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 10, 2012, 08:48:46 AM
Don't forget - we're still not officially allowed to release ef2 crew mods without permission from LC/Luiz (unless that's changed?).  None of the mods I've been done been released, just shared with likes of Baz etc to help with screenshots etc.  That's why be good to have stock mod as well.

Hasn't changed, I know ,  that's the reasoning behind using the STOCK models, so we can Release them to the public.
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on May 10, 2012, 08:49:21 AM
so nobody's ever had success with trying to alter the stock body models at all?.  fussy engine.

those Imperial Navy uniforms are gonna be hard to see on that bridge, I think
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 10, 2012, 11:57:12 AM
Yep, black uniforms are really DARK, grey and brown will look about the same as Klingon uniforms.

I guess the complication in modifying body models is about animation and the way they work ...
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 11, 2012, 04:55:47 AM
so nobody's ever had success with trying to alter the stock body models at all?.  fussy engine.

You can alter stock models and get them to work ingame.  If you look in my SP Mod thread you'll see pics where I've adapted Data head, and Saffi head for Kira.  I guess no-one's bothered when better EF2 models to work with.

those Imperial Navy uniforms are gonna be hard to see on that bridge, I think
Yep, black uniforms are really DARK, grey and brown will look about the same as Klingon uniforms.

Yeah, I found that. Made them dark navy.  I did a test Vader and practically disappeared  :D   BTW, if anyone's got or knows a good low-poly Vader, let me know.

Looking forward to seeing the boobs, Baz  :D

EDIT: Just found this useful info from Mark on old thread:
Also be warey of overlapping faces, infact any object too close to another will cause jaggies because there is a bug in the exe regarding the rendering of bridge models -
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on May 11, 2012, 08:26:19 AM
personally, I think i'd like to kife the VTM redemption models to use :P  I'll just settlefor a better UV :P
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 11, 2012, 08:57:48 AM
personally, I think i'd like to kife the VTM redemption models to use :P  I'll just settlefor a better UV :P

if you mean those 'ladies' with rather juicy boobs then I'm all for YES ... regretably they would be just still in BC while in VTM whole beauty of them lied in Source engine and it's physics :D
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 11, 2012, 11:33:41 AM
Nice textures, there Bones  :yay:
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 12, 2012, 04:51:26 AM
Meanwhile, back on thread... :)

Sorry taken a while but apart from work/RL I wanted to tidy-up/streamline the scripts in case you wanted to use them as base for other TMP bridges (*cough* Oberth anyone?). Hope you don't mind but also fixed the science base so now same colour as walls. If we call this one the BC generic Fed Miranda rather than Khan/Reliant crew version, I also added the red maps for red alert.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELred.jpg)

Anyway, extras at present are: Extra1 at nav seat as before;

extra2 now from lift to next to Eng, then back to lift.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELxtra2.jpg)

extra3 now from lift to rear console, then to enviro, then back to lift.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELxtra3a.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELxtra3b.jpg)

Do you want any more extras? I could put another one standing at other rear console but depends how busy you want bridge to be.

I'll work separately on a Khan crew bridge/anims and do the bridge darkening at red on that. Here's a WIP on gamma/red bridge:

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/RELKHANdark.jpg)

SSD is still being a little bit buggy, but here's a quick WIP of possible new bridge crew. Added a 4th extra who walks around pit but not sure how many more can add or whether will fry BC memory leak, lol.  Let me know any thoughts.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSDnewcrewWIP.jpg)
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 12, 2012, 08:43:14 AM
On SSD bridge, IMO it probably best to keep crew lower , that in itself is a BIG bridge.

GREAT woorrkk.
 :D :D :yay:
Title: Re: Baz1701 bridge WIP
Post by: 007bashir on May 12, 2012, 01:03:04 PM
Looks great. Just an idea: how about a khan crew mod?
Title: Re: Baz1701 bridge WIP
Post by: Blackrook32 on May 12, 2012, 10:02:40 PM
I've PMd you on the initial Reliant test issues .  Forgot to mention would look nice darkening on red alert, so I can write up how to add gamma/normal to bridge in Max 3 if you want to do that yourself.  Very easy for someone like you.

SSD Bridge.  Lovely  :)   Here it is ingame. Not sure if wanted to do more on it?   These are just basic static positions.  Could experiment with adding more extras so all seats filled (know you can have four extras but not sure if game limit) and walks etc.  Or could just send you current scripts and you can have the fun  :D

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSD1.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSD2.jpg)

Hey Lurok, I hate to spam here. If your up to it? I have another full SW set that begs for attention, that I'm having trouble with porting "The Millennium Falcon". If your willing too give it a try, let me know. :)

@Baz1701- Really nice work on your bridge WIP ;)

BR32
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 13, 2012, 02:12:05 AM
Phenomenal work on those bridges !

Lurok, I might gonna check some details on Reliant (especially displays on both sides of the turbolift) if I can I would make them more canon ;)

Imperial crew looks so much better with their hats on :)

"The Millennium Falcon"
BR32

ME GUSTA  :drool:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 13, 2012, 02:21:21 AM
Hey bones if you can do the displays at the rear of the Miranda bridge that will be great.

Since I have been working on the sov for nearly two weeks solid and now have the mesh pretty much done I might take another crack at remodelling the crew meshes
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 13, 2012, 08:09:26 AM
Hey Lurok, I hate to spam here. If your up to it? I have another full SW set that begs for attention, that I'm having trouble with porting "The Millennium Falcon". If your willing too give it a try, let me know. :)

If you can get MF to me somehow more than happy to give it a go.

Baz, once you let me know if/when happy with extras, I'll get changes back to you for your final release.
Title: Re: Baz1701 bridge WIP
Post by: Bren on May 13, 2012, 06:16:37 PM
SSD is still being a little bit buggy, but here's a quick WIP of possible new bridge crew. Added a 4th extra who walks around pit but not sure how many more can add or whether will fry BC memory leak, lol.  Let me know any thoughts.

(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/SSDnewcrewWIP.jpg)

I see you lowered the forward window sills - good call! That looks really amazingly atmospheric. Excellent lighting. The new imperial crew look promising, too!

A Millenium falcon would be JAWESOME (like awesome, but incorporating "jaw dropping" :))!
I can imagine going into the aft compartment (I assume that's part of the set you're converting), to pretend to fix the hyperdrive or something, like Han Solo, with BC's stock bridge effects shaking the place, and sparks coming out, and what-not! Brilliant!

I'm not even much of a Star Wars fan, but that is still pretty exciting.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 14, 2012, 06:56:53 AM
Dude the SSD looks excellent. I'm happy to take delivery when you feel it is done. I'll get it out to the SFRD team for beta testing.
Title: Re: Baz1701 bridge WIP
Post by: Blackrook32 on May 14, 2012, 12:31:50 PM
If you can get MF to me somehow more than happy to give it a go.

Excellent, I'll send you a upload link in a few hours. ;)

BR32
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 14, 2012, 12:36:03 PM
Dude the SSD looks excellent. I'm happy to take delivery when you feel it is done. I'll get it out to the SFRD team for beta testing.

Still tinkering with SSD  :)   Any thoughts on Reliant?  If happy with extras on that, can get back to you first.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 14, 2012, 01:01:23 PM
More than happy with the reliant.
Title: Re: Baz1701 bridge WIP
Post by: leemason on May 14, 2012, 03:10:05 PM
A Millenium falcon set  :bow: :bow: :bow: my fave ship of all time in ant sci fi genre :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on May 14, 2012, 04:46:52 PM
It's a shame that I can't really think of any low-poly Vader models out there you could stick at the window...

http://jediknight3.filefront.com/file/Darth_Vader;41054 There's this, but you'd probably have to get permission to use the model.
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 14, 2012, 05:10:21 PM
Hey Bones, how go the crew re textures?
 ;)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 14, 2012, 06:18:01 PM
new crew mate under way.

(http://www.chrisjonesgaming.biz/phoenix/baz1701/files/crew1.jpg)
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 14, 2012, 07:06:46 PM
hmm :yay: :yay: :yay:  OH you should get a cookie, BTW : I shall just bestow one on thuo
Title: Re: Baz1701 bridge WIP
Post by: Bones on May 15, 2012, 01:21:46 AM
retextures are complete, they just don't have navy hats on their heads :P other than that  they're good to go
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 15, 2012, 05:13:14 AM
new crew mate under way.
Lovely looking model  :thumbsup:  If you can keep vertices low (but still have smooth faces) really helps with anim rigging.  Trickiest parts I've always found are hands (because of fingers), thighs and upper arms.  The further apart limbs are, easier are to rig  :)

I've linked you Reliant changes.

Thanks for Vader link, Shadowknight.
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on May 15, 2012, 09:12:52 AM
retextures are complete, they just don't have navy hats on their heads :P other than that  they're good to go
Must not been able to get to heads yet, I'm sure folks mite like to see your progress, any Pics, or will the one earlier be fine.
Title: Re: Baz1701 bridge WIP
Post by: Bren on May 16, 2012, 05:24:45 AM
new crew mate under way.

I know it's just a placeholder colour til the textures get on her, but in that shade of blue, it looks just like a TMP jumpsuit! I saw it and thought "Ilia!".

That's a much nicer body than the stock bodies.
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 16, 2012, 05:42:22 AM
testing out new anims on SSD, I lol'd when saw this so had to make a vid:


I've added Vader as additional crew officer using Rob Archer's excellent little script mod he did for me for Comms Officer. But it'll only really work if someone makes a Vader model that works with stock.  I also in-script rescaled Vader to slightly larger and Saffi to slightly smaller.  Bridge still uses flat viewscreen at present so if you move too close to it you'll get side distortion effect.  I could try curved trick but to be honest it'd be a major pain in a**  as I'd have to re-orient bridge and all the anims. So I hope folks accept as trade-off.

re-scaled figures
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/ssdScaledVaderSaffi.jpg)

"Admiral...destroy that Dominion ship"
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/ssdVader.jpg)

viewscreen in QB
(http://i1206.photobucket.com/albums/bb455/lurok91/Bridges/ssdQB.jpg)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 16, 2012, 06:14:26 AM
That looks sweet.

One question why do the front windows appear high in the vid compared to the screenshots?
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on May 16, 2012, 06:18:36 AM
Vid was made with your original model.  Screenies with the version I'd been fiddling with (lightmaps,etc).  I dropped you a note in Reliant Bridge Changes readme about the SSD windows/consoles. Hope you got that  :)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 16, 2012, 06:35:01 AM
Got the link not had a chance to download yet. RL getting in the way.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on May 16, 2012, 01:09:40 PM
Wow.  Hooray for Lurok!
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 17, 2012, 08:09:33 AM
My new crew woman is done. Need to unwrap and texture and see how she performs in game.
(http://farm8.staticflickr.com/7221/7214992664_2a3a9e531b_z_d.jpg)
(http://farm8.staticflickr.com/7239/7214992788_446261bf9a_z_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 22, 2012, 08:43:50 AM
The lady is textured (accept her hands). As can be seen I Ok at textureing starships but people still need more practise.

Once done they should be able to be reskined by changing the texture.
(http://farm9.staticflickr.com/8004/7248475640_6df86d7d6f_z_d.jpg)
(http://farm8.staticflickr.com/7085/7248475796_44b805cf1f_z_d.jpg)
(http://farm9.staticflickr.com/8149/7248476052_41d63036f7_z_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: FarShot on May 22, 2012, 02:19:29 PM
Seems to be a little bit broad shouldered, but looking good.
Title: Re: Baz1701 bridge WIP
Post by: FekLeyr Targ on May 25, 2012, 01:01:23 AM
I think that this is a good start. I'm sure that your skills will improve well. :)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 16, 2012, 05:21:42 PM
I'm looking for a couple of beta testers for the Reliant bridge.

PM me if your intrested.
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on July 18, 2012, 04:32:24 AM
Baz its crashing my bc..Help :(  :eek :eek :( :(
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on July 18, 2012, 09:19:06 AM
Baz its crashing my bc..Help :(  :eek :eek :( :(
TRY changeing to the lower textures , that are Inside the zipp. {Open the 512textures folder, select ALL (ALT+A) right click, copy, goto data foler -of the game-
 look for Models-sets-TWOK_ReliantBridge-high , then Paste them and Overwrite.

Don't look bad at 512 either .
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on July 18, 2012, 03:00:57 PM
texture size would not cause a crash...
it has to be a script error somewhere...

phoenix - try firing up BC in windowed mode and load the bridge...  you may get an error window in the background (that in windowed mode can be accessed) that would say what is crashing it...
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on July 18, 2012, 05:34:23 PM
he's right.  i dropped mine to windowed in order to catch conversations, and the Python debug comes up on me, so I know what glitched.
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on July 18, 2012, 06:01:37 PM
can you post what the script error was?
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on July 18, 2012, 06:40:34 PM
can you post what the script error was?
ACTUALLY, we both are.

Because If the TWOK_Reliant bridge is the Starting bridge, and the Larger textures are applied,
 BC [into QB] can not start up, but if you apply the lower textures it runs
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on July 18, 2012, 07:01:04 PM
I don't have that bridge, unfortunately.  just the TWOK bridge
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on July 18, 2012, 07:49:47 PM
ACTUALLY, we both are.
we both are what? correct?  because, no youre wrong...  im sorry but what youre saying is not true...
texture sizes will not cause BC to crash...
the worst thing it will cause is a really really really really really long loading time and then a major slideshow, or just a complete freeze altogether...  
script errors will crash BC - not texture sizes...
phoenix said the bridge was crashing his BC - not that his BC wasnt loading...
there is very much a difference...  crashing means BC shuts down entirely and youre back to desktop...
thats what he is describing...  please understand what someone is describing and what youre advising in response before offering advice because otherwise you run the risk of really confusing someone...  also, you have mentioned your PC is very much old and the HDD is filled to capacity and your system specs are very much on the lower end, so youll likely have more troubles with BC than anyone else when it comes to anything gfx-related...  im sorry if i sound harsh; but, again, textures will not cause a crash...


anyway, KCS - can you post a screenshot of the Python Debug window?  or describe what te error and fix is for the other beta testers to know?
Title: Re: Baz1701 bridge WIP
Post by: Darkthunder on July 18, 2012, 09:48:10 PM
Cookie to Jimmy, for his lengthy techno-babble usage :)
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on July 18, 2012, 09:52:30 PM
i didnt mean to sound so harsh as i did...  i just dont want people that are asking for help to be confused if they are being offered wrong advice...
if it was a texture problem, then no one (including baz) could have loaded the bridge...  but if baz can, than most everyone else would be able to as well...  lower texture resolutions are pretty much not needed anymore since most people nowadays have stronger systems than 5 or 6 years ago (but that doesnt mean everyone can run super high textures either)...
if phoenix is getting a CTD, then clearly it is a script error somewhere...  KCS confirmed that...  if i had the beta of this bridge, i would be able to identify it...
i guess we'll wait on KCS to post what error message he got in the python debug window...

Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 19, 2012, 03:59:35 AM
At the moment I have 4 Betas including myself. All but Nix have loaded the bridge (including Lurok who revamped the scripts for me and the new animations :thumbsup:) without problem.

Have to agree with Jimmy that the game should not crash due to texture sizes just take ages to load and lag like a bitch.

This bridges roots are the same as the TWOK bridge so I have asked Nix to try that one. He was also going to do a clean install first to make sure it was not his system causing the problems.

My PC is nearly 5 years old and I can run the game without issue at 1024. Nix's PC is brand new so he definatly should not have any issues either.
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on July 19, 2012, 06:37:11 AM
in my case, the python debug console pops up in a command-prompt style window, sometimes underneath BC.  you have to look at the bottom bar in my case to see if there's suddely new tabs
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on July 19, 2012, 03:46:20 PM
thats exactly how it should be...
soooo what does the window say?  can you perhaps get a screenshot of it?

Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 24, 2013, 03:53:09 AM
Bad new the JJbridge and all the textures are lost. If I can find the reference documents I think are backed up in a mail archive I will rebuild. The Reliant bridge is still in tact as well as the TWOK bridges.
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on January 24, 2013, 10:56:35 AM
That's unfortunate news.  :(

However, a rebuild always represents the oppourtunity to make something bigger, badder, and better than it was before.  You have a knack for bridges.  Go Baz, go!
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on January 24, 2013, 07:30:02 PM
However, a rebuild always represents the oppourtunity to make something bigger, badder, and better than it was before.  You have a knack for bridges.  Go Baz, go!

^This.
Title: Re: Baz1701 bridge WIP
Post by: wdaughtrey1980 on May 23, 2013, 03:02:08 PM
Hello,I havent seen any new posts lately I was wondering if anything new will be coming out soon,I was hoping to try your jj enterprise bridge or i would love to see a uss kelvin bridge I dont think anybody online has made not 1 model of the uss kelvin bridge I think it is an awsome design it would be a great add on to bridge commander.Just an idea.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on May 23, 2013, 04:04:12 PM
I'm afraid the JJprise bridge was lost. I still have the plans but no plans to rebuild it any time soon. Like wise the Kelvin.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 03, 2013, 04:45:45 AM
Small update.

Found a USB stick I have not used for ages and look what I found  :dance :yay: :yay: :dance
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/spock1.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/reliant1.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/jjb1.jpg)
Title: Re: Baz1701 bridge WIP
Post by: mckinneyc on July 03, 2013, 05:59:10 AM
Yay!  :yay:
Title: Re: Baz1701 bridge WIP
Post by: hobbs on July 03, 2013, 08:19:20 AM
i can almost imagine your yelp of joy and the grin that popped onto your face when you saw what was on that usb stick :D

looks awesome :)
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on July 03, 2013, 09:15:58 AM
didn't a fix have to be issued for one of the tmp bridges?  I think it was something relativly simple.
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on July 03, 2013, 09:56:04 AM
Well I'll be damned.  Great news Baz! :D
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 03, 2013, 10:13:08 AM
didn't a fix have to be issued for one of the tmp bridges?  I think it was something relativly simple.

The Generations bridge animation issue was fixed by Lurock in the last  release.

Title: Re: Baz1701 bridge WIP
Post by: Vortex on July 03, 2013, 11:01:39 AM
Nice find, great work. And a JJPrise bridge! YAY!! Love that set. :D
Title: Re: Baz1701 bridge WIP
Post by: ViperM1 on July 04, 2013, 12:05:50 AM

Hell yeah! Like a pirate who finds long lost treasure. :yay:

Awesome work! Love the JJPrise bridge.

Gotta love those usb sticks, I store every mod I download on 'em.
 
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on July 04, 2013, 09:05:28 AM
 :yay: :dance :D :woot: , there is not enough , emotion icon, to express the Joy, here.
Title: Re: Baz1701 bridge WIP
Post by: Lord Tribble on July 04, 2013, 09:30:34 AM
This:

 :yay:
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on July 04, 2013, 10:41:43 AM
Brilliant news, Baz!  I'm so happy you found those.
Title: Re: Baz1701 bridge WIP
Post by: Captain Serek on July 05, 2013, 01:46:21 PM
Nice Wrath of Khan and Star Trek 2009 bridges.
Title: Re: Baz1701 bridge WIP
Post by: captain_obvious on July 14, 2013, 08:25:14 PM
Allright! :D
Title: Re: Baz1701 bridge WIP
Post by: TK421 on July 16, 2013, 03:27:34 PM
That is great news Baz!

Your work is impressive. The JJ bridge is well done.

My favorite is the Wrath of Khan bridge. Is that the Enterprise we saw in those latest pictures or the Reliant?
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on July 16, 2013, 04:02:27 PM
That is great news Baz!

Your work is impressive. The JJ bridge is well done.

My favorite is the Wrath of Khan bridge. Is that the Enterprise we saw in those latest pictures or the Reliant?

Top is Enterprise, middle is Reliant, bottom is jjprise.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 16, 2013, 05:08:53 PM
The very top one is the Twok bridge retextured for post theft of the Enterprise from the Search for Spock.
Title: Re: Baz1701 bridge WIP
Post by: TK421 on July 22, 2013, 02:36:31 PM
Baz I think it is great that you did the Enterprise bridge from Star Trek III: The Search for Spock.

I think your TWOK bridge has more detail in it than any of the other bridges I have used in the game.

Your work is amazing.
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on August 02, 2013, 08:36:38 PM
the JJ Abrams looks awesome ,,you will be worshiped as a god if you complete this bridge  :yay:





Small update.

Found a USB stick I have not used for ages and look what I found  :dance :yay: :yay: :dance
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/spock1.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/reliant1.jpg)
(http://www.chrisjonesgaming.biz/phoenix/baz1701/screenshots/jjb1.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on August 06, 2013, 08:29:20 AM
If u add len's flair's i will hunt u down and slap you!...otherwise Amazing work as normal!
Title: Re: Baz1701 bridge WIP
Post by: Bones on August 07, 2013, 06:40:40 AM
... but ....... but I like lens flares .... :doh:

...ok i admit i'm childish :P never really grew up  :funny

It's good to see both ST3 and Reliant bridges were javascript:void(0);saved ;) and as always, great job on JJPrise bridge Baz  :thumbsup: :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on August 07, 2013, 06:53:28 AM
It's good to see both ST3 and Reliant bridges were javascript:void(0);saved ;) and as always, great job on JJPrise bridge Baz  :thumbsup: :thumbsup:

Dude I'm still awaiting the replacement rear screens for the Reliant.
Title: Re: Baz1701 bridge WIP
Post by: Bones on August 08, 2013, 05:07:33 PM
I think i might have 'em somewhere, got to look here and there tho, it's been a while since i stopped modding
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on November 05, 2013, 09:03:35 AM
Added the roof and the saucer top outside the viewscreen. Not sure how that will work in game!
(https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/993794_10151738925173803_146958221_n.jpg)
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc3/1453559_10151738925318803_1454213222_n.jpg)
(https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/484740_10151738925268803_1585484606_n.jpg)
(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/1451620_10151738925533803_841063535_n.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Bones on November 05, 2013, 12:32:37 PM
It's a brilliant idea to put actual saucer outside the bridge but I'm affraid viewscreen will get projected right outside the "window" so it might cover the saucer ...

...........buuuuut :) you might be able to make the HUD on veiwscreen ;) it should be fairly easy ;) simply put transparent map right infront of the viewscreen, draw some hud lcars on it and voila :)

now if both of these, saucer and hud would work it would be awesome :)
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on November 05, 2013, 03:16:07 PM
 :bow: :bow: :bow:WOW
Title: Re: Baz1701 bridge WIP
Post by: tiqhud on November 05, 2013, 05:36:07 PM
 :yay: :thumbsup: :yay: :dance :eek :dance
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on November 06, 2013, 01:00:34 AM
Looking good, Baz!  Looking very good!

For the helm consoles are you going to make them touch panels like in the Game or... hobble...underneath glass, like in the movies?
Title: Re: Baz1701 bridge WIP
Post by: Lord Tribble on November 06, 2013, 05:04:26 PM
neat idea with the saucer, but I'm not sure that will work with the way the viewscreen in BC locks on and zooms in on targets, they'll always be half obscured. Unless maybe the saucer was somewhat transparent so it looks like the zoomed view is an overlay on the window maybe.

Could the same sort of effect be possible by positioning the camera view in the ship hardpoint? Your narada's default camera view shows the spikes stretching out in front.

But having the HUD as bones suggests would be awesome!
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on November 06, 2013, 07:11:55 PM
Looks really fantastic baz!
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on November 07, 2013, 04:15:49 AM
Baz can potentially create and put the game viewscreen wherever he likes without causing too many issues, but obviously the further away it is (e.g., beyond the saucer edge)  the bigger it has to be.  And it would probably help to make a curved one also.

As for bridge HUD/window,  that will be easy also as similar to the Valkyrie cockpit I did:  

http://bc-central.net/forums/index.php/topic,8634.80.html (http://bc-central.net/forums/index.php/topic,8634.80.html)


Oh, and nice to see work again on this bridge  :thumbsup:.   Let me know if/when need any help. 
Title: Re: Baz1701 bridge WIP
Post by: fraher on November 18, 2013, 10:22:30 AM
Lord Tribble has right. I once by accident positioned the camera hardpoint in an angle that led see part of the saucer in the viewscreen. Is only question to try and find the correct angle in the model of JJprise that make the effect you want.
Title: Re: Baz1701 bridge WIP
Post by: Bren on November 23, 2013, 01:50:54 PM
Doesn't the viewscreen object always render before the geometry - in other words, no matter where the viewscreen object is, if there's geometry behind it, it'll be rendered over the viewscreen...

At least, that's my shady recollection from messing with bridges almost a decade ago.
Title: Re: Baz1701 bridge WIP
Post by: CyAn1d3 on December 04, 2013, 10:27:15 PM
i did it on the lionheart and the arsenal, and i love that i did.
the forward view camera is positioned JUST outside the fore of the bridge so the top of the saucer is visible.
ONLY TIME is dosnt work (for me at least) is during warp with that "visual clipping" bug.

thats what i intend to do with the cockpit of the falcon, only with the FP camera and not the viewscreen... oops...  :D
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 01, 2014, 04:14:56 PM
My mission is to make a finished bridge from scratch in one month. Here is day 1

(http://farm8.staticflickr.com/7423/11694562586_74c7ab78bc_o_d.jpg)
(http://farm4.staticflickr.com/3780/11693795645_d45e2e952d_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on January 02, 2014, 02:58:07 AM
Nice  :D. 

I considered doing a TOS-variant bridge at one point (for all those Phoenix et al ships-other-than-original-Connie).
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 02, 2014, 08:35:25 AM
All the main parts built, it will be slow going from here.

(http://farm4.staticflickr.com/3746/11708216184_d000ffe7a5_o_d.jpg)
(http://farm3.staticflickr.com/2828/11708216594_5f8e6c87ab_o_d.jpg)
(http://farm4.staticflickr.com/3834/11708216604_d6f1109271_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on January 02, 2014, 08:38:40 AM
OOOOOHHHH YER!!!!!!!!!!!!!! :yay: :bow: :yay:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 03, 2014, 10:21:08 AM
Todays updates.

The question is which season do I do?
(http://farm3.staticflickr.com/2823/11732062844_ff88bd35a4_o_d.jpg)
(http://farm4.staticflickr.com/3829/11732063254_b787a3de4e_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 03, 2014, 10:25:40 AM
My nice side said choose what makes you happy.

My  :evil: twin says. Do them ALL :angel.

Lol

I'll love it either way. Thanks bro.

Adam
Title: Re: Baz1701 bridge WIP
Post by: genty on January 03, 2014, 11:13:39 AM
How about a hypothetical Season 4/Phase II version. I'm curious what your take on it would be.
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 03, 2014, 07:22:19 PM
How about a hypothetical Season 4/Phase II version. I'm curious what your take on it would be.

Not for nothing but it's intriguing, a little artistic license. What would phase 2 bridge look like. I like that idea.

Adam
Title: Re: Baz1701 bridge WIP
Post by: Bones on January 03, 2014, 08:17:25 PM
Phase II bridge  :drool: me gusta :D

(http://goodcomics.comicbookresources.com/wp-content/uploads/2009/05/new32.jpg)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 03, 2014, 08:43:54 PM
Me Likey too :yay:
Title: Re: Baz1701 bridge WIP
Post by: mckinneyc on January 04, 2014, 05:50:40 PM
Interesting just don't like the captain's chair
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 04, 2014, 06:02:16 PM
Already done this bridge as it is the tmp bridge with bad chairs.
Title: Re: Baz1701 bridge WIP
Post by: Bones on January 04, 2014, 06:10:21 PM
Those ain't bad chairs, those are comfy  :funny but seriously, this would be easy redo of TMP bridge, just add doors to the left from viewscreen, replace chairs, slap some new paint on walls and floor ;) easy :)
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on January 05, 2014, 08:25:46 PM
To answer your original question Baz, the "Where No Man Has Gone Before"-version would be cool.
Title: Re: Baz1701 bridge WIP
Post by: FekLeyr Targ on January 06, 2014, 07:04:03 AM
To answer your original question Baz, the "Where No Man Has Gone Before"-version would be cool.
Good idea. That one hasn't been made for BC so far. Only the Cage, TOS and TAS versions were ever built for BC.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 06, 2014, 08:40:18 AM
For now I'm going to make it a season 2 bridge. Though variants are easy after the bridge is animated.

Todays additions are monitor screens access panels and overhead lights.
(http://farm6.staticflickr.com/5536/11798139895_034c824eb9_o_d.jpg)
(http://farm4.staticflickr.com/3802/11798140355_2d8ac118ce_o_d.jpg)
(http://farm6.staticflickr.com/5493/11798140775_2bf10cc0e4_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: hobbs on January 06, 2014, 06:39:12 PM
simply amazing  :bow:
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on January 06, 2014, 10:52:38 PM
looking sweet
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 07, 2014, 08:36:32 AM
Built the steps and mapped the floor and wall / stations. So far I have it on 3 1024 maps. The numbers are place holders so I know which controls / displays go where.

(http://farm6.staticflickr.com/5479/11817947463_28d1b7173a_o_d.jpg)
(http://farm8.staticflickr.com/7364/11817947483_535a430f86_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: ViperM1 on January 07, 2014, 09:48:10 PM

Very nice, looks awesome! Thank you :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on January 08, 2014, 06:19:14 AM
Built the steps and mapped the floor and wall / stations. So far I have it on 3 1024 maps. The numbers are place holders so I know which controls / displays go where.

(http://farm6.staticflickr.com/5479/11817947463_28d1b7173a_o_d.jpg)
(http://farm8.staticflickr.com/7364/11817947483_535a430f86_o_d.jpg)

 looking  good so far , just  wondering  what  will you put for the ceiling
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 08, 2014, 08:28:45 AM
I was going to leave it open with a couple of studio lights.  :evil:
Title: Re: Baz1701 bridge WIP
Post by: eclipse74569 on January 08, 2014, 08:42:37 AM
I was going to leave it open with a couple of studio lights.  :evil:

Technically that WOULD be right...:P
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on January 08, 2014, 03:40:38 PM
Baz and his ceilings... :).

Impressed you've got down to three textures  :thumbsup:.  If you were interested in a variant with relatively minor tweaking, I thought this was an interesting design we-never-saw...

(http://i1206.photobucket.com/albums/bb455/lurok91/altTOSbridge_zps4e1f76b2.jpg) (http://s1206.photobucket.com/user/lurok91/media/altTOSbridge_zps4e1f76b2.jpg.html)

Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 10, 2014, 10:21:44 AM
Not bad but don't think much of the MSD!!
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on January 10, 2014, 10:34:43 AM
Not bad but don't think much of the MSD!!

the msd is amazing man! Don't be a hater lol
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 11, 2014, 06:48:49 PM
Boy there are alot of buttons on this bridge.

(http://farm4.staticflickr.com/3777/11895973735_92decd950a_o_d.jpg)
(http://farm6.staticflickr.com/5497/11896837276_0fb7dae636_o_d.jpg)
(http://farm8.staticflickr.com/7443/11896837116_3699e63516_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 11, 2014, 10:51:05 PM
Omg. It's booooootiful. I love it!
Title: Re: Baz1701 bridge WIP
Post by: Bones on January 12, 2014, 05:49:31 AM
That's sweet ! You know I have some ideas for fan-designed phase II ;) thinking about a step forward from cheesy 60' tech to something even more cheesy and futuristic 70' :D with lots of arcs, bends and roundy chairs, red/blue/white color scheme and some cool transition between TOS and TMP computer screens ;)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 14, 2014, 05:30:51 PM
Got the screens done and up.

(http://farm3.staticflickr.com/2821/11955099066_e8075e9b1c_o_d.jpg)
(http://farm8.staticflickr.com/7331/11954700074_48800234f0_o_d.jpg)
(http://farm3.staticflickr.com/2831/11955098916_6c66d41ba9_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: mckinneyc on January 15, 2014, 05:39:24 AM
Looking good Baz!  :yay:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 15, 2014, 08:52:10 AM
Lunch times update.

(http://farm4.staticflickr.com/3822/11964187453_0e5d5276c4_o_d.jpg)
(http://farm4.staticflickr.com/3734/11964187463_392eb425fe_o_d.jpg)
(http://farm8.staticflickr.com/7457/11964187733_8826af8937_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on January 15, 2014, 12:46:18 PM
Dat astrogator... :drool:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 18, 2014, 04:26:34 PM
Sub-screen started.

(http://farm6.staticflickr.com/5550/12018572484_40601797c6_o_d.jpg)
(http://farm8.staticflickr.com/7407/12018572614_3eda56a1c3_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Bones on January 18, 2014, 04:45:15 PM
I love the details on those displays  :thumbsup: great job !
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on January 19, 2014, 12:36:41 AM
looking at the original one that's available , the level of detail , is just awesome .i can not wait to ad this one to  the collection
Title: Re: Baz1701 bridge WIP
Post by: hobbs on January 19, 2014, 04:11:42 AM
amazing job!
dont forget kirks "disks" that sit on his armrest :)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 24, 2014, 09:35:52 AM
Though it does not look like much has changed I have spent 6 days drawing every sub screen panel from scratch using TOS Graphics brilliant gif files are reference. Now I can animate them.

(http://farm3.staticflickr.com/2828/12118324414_e3436ceb35_o_d.jpg)
(http://farm8.staticflickr.com/7311/12118324604_c49be88127_o_d.jpg)
(http://farm4.staticflickr.com/3706/12118324864_87f8986fa3_o_d.jpg)
(http://farm8.staticflickr.com/7438/12118324994_98df7c882d_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 24, 2014, 10:34:49 AM
Dude. Phenomenal work. Just phenomenal. I'm speechless as to the quality. Thanks man.
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on January 24, 2014, 05:17:15 PM
awwww no one has any love for any new TNG/Voy era bridges...  lol j/k :P
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on January 24, 2014, 09:44:06 PM
I love TNG bridges but the colors on the consoles are too whacky. I love the TMP color scheme. Something about the green and blue hues make everything seem more realistic. The TNG yellows and beige hues seem hideous. And the Nemesis red and blue were awful. But the layouts are really nice.

Adam
Title: Re: Baz1701 bridge WIP
Post by: flarespire on January 25, 2014, 05:34:08 AM
awwww no one has any love for any new TNG/Voy era bridges...  lol j/k :P
Well I do but, im incapable of creating a bridge mod.... Or any decent mod for that matter -.-
Title: Re: Baz1701 bridge WIP
Post by: 007bashir on January 25, 2014, 06:34:21 AM
awwww no one has any love for any new TNG/Voy era bridges...  lol j/k :P

I do like the Galaxy-Bridge from Generations and the Sovereign-Bridge. I also like the Defiant-Bridge as it is in the same era.
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on January 25, 2014, 08:31:37 AM
not going to be a popular one , but  i  do  love the abrams bridge, can do  with out  the lenses flare though 
Title: Re: Baz1701 bridge WIP
Post by: FekLeyr Targ on January 25, 2014, 12:13:01 PM
I'm so looking forward to going onboard your TOS-Connie bridge. It's so well done.  :bow:
Title: Re: Baz1701 bridge WIP
Post by: hobbs on January 25, 2014, 07:13:37 PM
how many times can i say "Amazing" in one thread lol

but its true baz you surpass yourself  :bow:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 27, 2014, 08:37:25 AM
Rails mapped and textured, viewscreen and lift alcove mapped but not textured.

(http://farm4.staticflickr.com/3809/12171590705_701f5bca3a_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on January 29, 2014, 10:13:43 AM
Todays update.

(http://farm8.staticflickr.com/7454/12206582064_1f51b8f597_o_d.jpg)
(http://farm4.staticflickr.com/3763/12206582274_b9b0d3fef0_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: mckinneyc on January 29, 2014, 11:28:49 AM
Beautiful Baz!
Title: Re: Baz1701 bridge WIP
Post by: genty on January 29, 2014, 06:47:25 PM
Something seems off about the schematic next to the turbo lift. It's either too big or too low or a combination of both. Best pic I can find showing it is here
http://en.memory-alpha.org/wiki/File:Sulu-commands-Enterprise.jpg (http://en.memory-alpha.org/wiki/File:Sulu-commands-Enterprise.jpg)
Title: Re: Baz1701 bridge WIP
Post by: eclipse74569 on January 30, 2014, 05:22:49 PM
Both...needs to be about 25% smaller and raised up a bit.
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on January 31, 2014, 02:46:27 PM
AMAZING BAZ!!!
Title: Re: Baz1701 bridge WIP
Post by: hobbs on January 31, 2014, 02:53:36 PM
that bottom shot looks like a screen capture! wow  :bow:
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on January 31, 2014, 04:25:01 PM
One quick thought, Baz, which I'm sure you've considered:  if you orient/size your bridge same as existing TOS bridge, you could use the existing animations and cut down on that element of workload.

Title: Re: Baz1701 bridge WIP
Post by: baz1701 on February 01, 2014, 12:49:44 PM
I might do that. But I think I will try and make my own first as it has been a while.

Rebuilt the crew chairs and modified the schematic in the lift alcove.

(http://farm4.staticflickr.com/3754/12254607804_2d01c93d59_o_d.jpg)
(http://farm8.staticflickr.com/7442/12254170545_678b6ca525_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on February 01, 2014, 05:06:22 PM
i say  let the master work his magic ,totally blown away from i  see so far
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on February 03, 2014, 01:22:06 PM
Well one month done and no working bridge :(. Failed my challenge.
Title: Re: Baz1701 bridge WIP
Post by: Bones on February 03, 2014, 01:31:27 PM
Forget the challenge ;) It's gorgeous ! I was thinking about something ;) looking at STIII Excelsior bridge, it's not that radicaly different from TOS bridge (base for the set was TOS bridge) they even kept the displays and keyboards :P
Title: Re: Baz1701 bridge WIP
Post by: hobbs on February 03, 2014, 01:47:13 PM
agreed fantastic work!

Title: Re: Baz1701 bridge WIP
Post by: ViperM1 on February 03, 2014, 10:09:49 PM

Another masterpiece! Don't look at it as a failed, not everyone can do what you have done in one month, awesome work! :bow:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on February 04, 2014, 04:26:18 AM
Going to take a couple of days off then hit it again.
Title: Re: Baz1701 bridge WIP
Post by: fraher on February 04, 2014, 10:59:07 AM
You earn it! This will be another masterpiece of BC mods.  :yay:
Title: Re: Baz1701 bridge WIP
Post by: Phoenix Bondi on February 04, 2014, 06:54:30 PM
Going to take a couple of days off then hit it again.

Not good enough Drone! get back to work!
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on February 04, 2014, 11:29:33 PM
Forget the challenge ;) It's gorgeous ! I was thinking about something ;) looking at STIII Excelsior bridge, it's not that radicaly different from TOS bridge (base for the set was TOS bridge) they even kept the displays and keyboards :P

What?  Really?!
Title: Re: Baz1701 bridge WIP
Post by: Bones on February 07, 2014, 04:59:52 AM
What?  Really?!

Yes, If you look closer, it's the same size, it has TOS keypads covered with black glass to make it look modern, displays were replaced with TMP Connie bridge displays, also covered with black glass, chairs were replaced as well as helm/navi console and turbolift alcove is slightly wider (also the bridge might be leveled differently)

Basic shape and size is the same ;)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on February 07, 2014, 09:06:27 AM
(http://i821.photobucket.com/albums/zz139/Nxreliant1864/3B388FD3-3932-4CA3-8485-8F2682309BBD.jpg)

Shadowknight,

Take a look toward the monitors and keyboard on the right side. I never knew.
So the original Excelsior Bridge has TOS components. The new one is TMP. Hmm. Interesting.

Adam
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on February 27, 2014, 08:58:33 AM
Thanks to Bones the Reliant now has a full set of textures. Couple of mapping errors and I will look at getting this back into Max 3 for exporting and beta testing. He has also sent we a replacement texture for the TWOK bridge so that will also be getting an update sortly.
(http://farm4.staticflickr.com/3672/12814076213_c1041c28cc_o_d.jpg)
(http://farm6.staticflickr.com/5481/12814076553_21f0def78e_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 02, 2014, 06:55:14 PM
Given the TWOK bridge a TMP make over. This time the improved consoles are build directly onto the wall so there are no gaps and the weapons console as be totally rebuilt to match the actual set. I will kit bash it to upgrade the TWOK and Miranda bridges.

(http://farm4.staticflickr.com/3805/12892172114_8e20eb5990_o_d.jpg)
(http://farm3.staticflickr.com/2883/12892171584_8ff565fb7a_o_d.jpg)
(http://farm8.staticflickr.com/7405/12891842303_d39c2b0c91_o_d.jpg)
(http://farm8.staticflickr.com/7296/12892171244_d8db5550a3_o_d.jpg)
(http://farm3.staticflickr.com/2812/12892171204_02921fffed_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 04, 2014, 05:52:09 PM
My 3rd post without reply? Anyway started to map the textures on.

(http://farm8.staticflickr.com/7380/12937502544_56b85c66eb_o_d.jpg)
(http://farm4.staticflickr.com/3722/12937082785_61a3f4e00e_o_d.jpg)
(http://farm8.staticflickr.com/7321/12937082925_fd1a157ce6_o_d.jpg)
(http://farm8.staticflickr.com/7393/12937083165_692575c7fe_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Darkthunder on March 04, 2014, 05:55:44 PM
Sorry about the lack of reply. Looks pretty sweet so far :)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on March 04, 2014, 06:00:41 PM
 :bow:
Title: Re: Baz1701 bridge WIP
Post by: FekLeyr Targ on March 05, 2014, 02:54:27 AM
Excellent work so far. :)
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 05, 2014, 04:35:23 AM
Awesome work Baz, great improvement over previous version  :thumbsup:

You can expect updated set of displays (complete set this time :P) later today, I'm uploading it to dropbox right now ;)
Title: Re: Baz1701 bridge WIP
Post by: ViperM1 on March 05, 2014, 10:10:58 PM
Very nice! Awesome work :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 06, 2014, 06:36:30 PM
Other than removing the stencils from the lift doors, I'm ready to light map this beast.

(https://farm4.staticflickr.com/3626/12978801945_27131296b9_o_d.jpg)
(https://farm3.staticflickr.com/2554/12978946443_a9f43eb5b8_o_d.jpg)
(https://farm4.staticflickr.com/3393/12978946163_c06a6844e8_o_d.jpg)
(https://farm4.staticflickr.com/3148/12979225514_aaf2d322d9_o_d.jpg)
(https://farm4.staticflickr.com/3193/12979225274_679e2ba46c_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: nxadam1701 on March 06, 2014, 06:46:10 PM
Beautiful! :thumbsup:
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on March 06, 2014, 09:44:41 PM
Are you lightmapping with VRAY?

And as you rebuilt the wall consoles, does that mean you've got all those graphics on fewer tga maps? 
Title: Re: Baz1701 bridge WIP
Post by: Shadowknight1 on March 06, 2014, 10:26:10 PM
Looking good baz, as always.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 07, 2014, 02:13:50 AM
Are you lightmapping with VRAY?

And as you rebuilt the wall consoles, does that mean you've got all those graphics on fewer tga maps? 

Yes will be light mapping with vray like the TWOK bridge. I have altered the textures number, the animated displays are unchanged. The static displays are all on one map, all the keyboards another and the wall and rest of consoles are another. Still a little more house keeping to do to tidy the other mapping up. 
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on March 07, 2014, 04:43:06 AM
Cool  :thumbsup:.  I just figured if you were able to reduce the actual number of maps you could have larger rez anim maps (1024+) without bogging down game engine  :D. 

Just curious: are you going to revamp  your TWOK and Reliant bridges?  (I have both running very nicely, but like I said, curious...)

Title: Re: Baz1701 bridge WIP
Post by: Bones on March 07, 2014, 05:26:59 AM
I can't wait to transfer ST4 textures to this updated set  :dance considering all displays are ready, just need anims, the rest of work, mainly adjusting colors and lightmaps should be walk in the park :)
Title: Re: Baz1701 bridge WIP
Post by: Lurok91 on March 07, 2014, 05:35:44 AM
lightmaps are never a walk in the park  :).

(Baz may disagree tho')
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 07, 2014, 05:40:31 AM
Yeah I know :P I meant when Baz is done with TWOK lighmaps, it will be fairly easy to edit them to match lighting of ST4 bridge ;)
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 07, 2014, 06:29:57 AM
I find light mapping ok once the light balance is sorted out on the set. I had some issues with the TWOK bridge as you remember but hopefully with each bridge it will become easier.

And yes both the TWOK and Reliant sets will be updated as well. I have very happy with this TMP set though not all the TWOK animations will work since stations are in different positions.
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 07, 2014, 09:13:34 AM
Have combined a couple of maps and can see a reduction for a couple more tonight. I'm liking the silver accents in the new railings, sets them off nicely.

(http://farm8.staticflickr.com/7418/12989926154_e4a6381458_o_d.jpg)
(http://farm4.staticflickr.com/3708/12989926344_129528cd9e_o_d.jpg)
(http://farm8.staticflickr.com/7310/12989926494_18f070963b_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 07, 2014, 02:22:05 PM
Indeed it is really nice :) I might have a suggestion, is it possible to make the dome semi transparent ? if not then in TMP it's only green at the very top, the rest of it is only slightly lit with lime green light ;) little detail I know :P

Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 13, 2014, 10:50:14 AM
Not done much in the last week, been spending most of my time working on my AMT refit. Anyway, I have given the lifts a going over. I'm going to look at the green dome next then start the light mapping.

(http://farm4.staticflickr.com/3762/13127210383_38cdb941e6_o_d.jpg)
(http://farm8.staticflickr.com/7365/13127210523_da94b5243a_o_d.jpg)
(http://farm4.staticflickr.com/3726/13127210533_9440fd720f_o_d.jpg)
(http://farm4.staticflickr.com/3722/13127210553_cd891bfd8f_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 13, 2014, 03:56:07 PM
displays seem a bit squished for me... might be my fault tho :P

You can make it much more TMP like by changing colors, consoles and keypads should be dark grey (graphite), alcoves around consoles are perfectly matched (light brown) walls should be a very pale shade of beige and turbolifts walls (that fibrous panels) should be olive instead of green. Those are simple cosmetics that should make it much closer to what we have seen on screen ;)

I'm also considering desaturating all the displays and altering TMP set because I've got a blu ray Star Trek The Motion Picture now and I can see what can be done to bring it a bit closer to cinematic feeling ;) Those displays fit TWOK set but looks out of place with TMP, I should finish editing them by the end of next week ;)

Keep up good work mate ! ::cookied::
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on March 14, 2014, 09:45:22 AM
I have made the lifts more olive green, as for the walls I have notice the TMP bridge had grey walls they were not beige until TWOK make over. I will look at cuting the keyboards up as I cannot get them to align perfectly with my consoles. Should not be too hard. I TMP set of displays will be great, I will let you have MAX versions of the bridge as soon as I have the three configurations done (TMP,TWOK and TVH)

I have intergrated the green dome into the roof texture and made it a gradient istead of a solid colour and I look at how it would look in a TWOK configuration. More on that later.

(http://farm4.staticflickr.com/3738/13146767585_c9c7e8f337_o_d.jpg)
(http://farm4.staticflickr.com/3817/13146767725_35daa8e459_o_d.jpg)
(http://farm4.staticflickr.com/3684/13146767735_3c18ef770e_o_d.jpg)
(http://farm3.staticflickr.com/2382/13146767745_eaba3b1566_o_d.jpg)
(http://farm4.staticflickr.com/3792/13146767945_3cacb2d48c_o_d.jpg)
(http://farm4.staticflickr.com/3809/13146768085_8e01f30814_o_d.jpg)
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on March 14, 2014, 07:34:18 PM
wow , beautiful work
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on March 16, 2014, 02:03:14 AM
I'll admit I was ho-hum about this until I saw the displays and turbolifts just now.  It's all quite exquisite and I can't wait to run it through a few Kobayashi Maru simulations.  Can we get a TMP-style "rat-rat-rat-rat-rat-rat-rat-rat" that loops for a super long time?  XD  "Standard light, engineer."
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 16, 2014, 03:30:33 AM
long, looped alarm klaxon will be easy to make but I'm not sure about Kirk's saying standard lighting, I might be able to capture that line and clear it enough to loose music from background
Title: Re: Baz1701 bridge WIP
Post by: FekLeyr Targ on March 16, 2014, 03:46:28 PM
I still have the alarm klaxtons from both the theatrical and director's edition lying around. If you'd like, I'm happy to contribute them to this wonderful bridge. :)
Title: Re: Baz1701 bridge WIP
Post by: HolyHeckCadet on March 16, 2014, 09:19:35 PM
Love the TWOK bridge Baz, Really looking forward to the JJverse bridge for enterprise. I Honestly cannot wait for it to be released!


Dan.
Title: Re: Baz1701 bridge WIP
Post by: JimmyB76 on March 17, 2014, 03:50:45 PM
I still have the alarm klaxtons from both the theatrical and director's edition lying around. If you'd like, I'm happy to contribute them to this wonderful bridge. :)
im sure that would be perfect to include!
Title: Re: Baz1701 bridge WIP
Post by: ShaunKL on March 19, 2014, 12:07:07 AM
long, looped alarm klaxon will be easy to make but I'm not sure about Kirk's saying standard lighting, I might be able to capture that line and clear it enough to loose music from background
  Oh I was just adding on that line for fun.  But variant-specific klaxons do sound awesome.
Title: Re: Baz1701 bridge WIP
Post by: Bones on March 19, 2014, 05:24:19 AM
I always liked Kobayashi Maru simulator alert klaxon more than Enterprise's klaxon :P
Title: Re: Baz1701 bridge WIP
Post by: bismarck1939 on June 17, 2014, 06:07:24 PM
I know that  BCC has been down for while, its great that  it is back  , I was just  wondering if any one knows if Baz , ever finished the JJ abrams bridge?
Title: Re: Baz1701 bridge WIP
Post by: Bones on June 18, 2014, 05:40:11 AM
Nope, although the model was pretty much finished, not sure about texturing, one thing is sure, it hasn't been finished yet
Title: Re: Baz1701 bridge WIP
Post by: King Class Scout on June 18, 2014, 10:11:52 AM
if I remember right, he'd had to start from a partially finished older model anyway due to losing the first version to hard drive failure.
Title: Re: Baz1701 bridge WIP
Post by: TK421 on July 06, 2014, 02:18:39 PM
It is great to see the site is back.

Baz, I think your work is really coming along. The results you have produced to date are nothing short of spectacular.

I found this picture a while back taken on the set of ST IV: The Voyage Home.

Hmmm... The Insert Picture control is not working.

Here is a link to the page displaying the picture. It features Gene and Majel Roddenberry on the bridge set of the Enterprise-A.

http://www.trekbbs.com/showthread.php?t=226402&page=4
Title: Re: Baz1701 bridge WIP
Post by: Captain Galaxy on July 29, 2014, 05:21:27 PM
It is great to see the site is back.

Baz, I think your work is really coming along. The results you have produced to date are nothing short of spectacular.

I found this picture a while back taken on the set of ST IV: The Voyage Home.

Hmmm... The Insert Picture control is not working.

Here is a link to the page displaying the picture. It features Gene and Majel Roddenberry on the bridge set of the Enterprise-A.

http://www.trekbbs.com/showthread.php?t=226402&page=4
^ The bridge of the New Enterprise A from the ending of Star Trek 4 was my favourite out of all of them. I wish their was a modified version of Baz's superb ST2 Era Bridge.

The Bridge as scene during Star Trek 4 http://movies.trekcore.com/gallery/albums/tvhhd/tvhhd2278.jpg
Title: Re: Baz1701 bridge WIP
Post by: baz1701 on July 30, 2014, 05:02:13 AM
ST IV bridge is in the works.
Title: Re: Baz1701 bridge WIP
Post by: Bones on July 30, 2014, 04:22:04 PM
I didn't forget about it either ;) currently I've covered communications, engineering, damage control, aux (behind cap'n chair) and weapons control as well as universal keypad for all major stations as well as universal keypad for minor stations ;) real life buisness pinned me down with further progress so progress is really slow compared to what i used to pull of in few days :P
Title: Re: Baz1701 bridge WIP
Post by: Captain Galaxy on July 31, 2014, 09:48:27 AM
ST IV bridge is in the works.
Thats awesome, I didn't intially look back at the older posts but just thought I would bring these pointers up and just from looking at images posted on BCC

- The Reliant Bridge having had a look at your own and the source material the Relaint Bridge's  Turbolift Doors beading was also painted in a type of blue and the blue you appear to be using should be more blue I think.
http://movies.trekcore.com/gallery/albums/twokhd/twokhd0421.jpg
- In your final relase versions will the lighting and consoles/alert screens be more like in the movies.
http://movies.trekcore.com/gallery/albums/tmp2/tmphd1243.jpg TMP Bridge at Red Alert Mode
- Having gone through the blue ray versions of the movies that feature these bridges their are moments within the movies when the klaxon has less waste noise should any availible klaxon sound files not meet your specfications.
- For the Star Trek IV Enterprise A Bridge for the Red Alert Klaxon I would suggest using the Klaxon from Star Trek V as it sounds like it fits best with the ST IV Bridge rather than a TMP or TWOK/TSFS

[ Invalid YouTube link ]_8Urw#t=48
ST V Red Alert Klaxon proposal for ST IV Bridge ^


Just a few thoughts

Title: Re: Baz1701 bridge WIP
Post by: Bones on July 31, 2014, 01:04:49 PM
I doubt red alert lighting from movies can be achieved in BC due to engine limitations ... it can be done with changing textures swaping (Baz already done that with previous release)

That red alert klaxon sound exactly like the one i did couple years ago for TMP bridge (Prometheus bridge retexture : http://bridgecommander.filefront.com/file/Early_TMP_Miranda_Bridge;86406)
Title: Re: Baz1701 bridge WIP
Post by: Captain Galaxy on August 02, 2014, 11:23:47 AM
I doubt red alert lighting from movies can be achieved in BC due to engine limitations ... it can be done with changing textures swaping (Baz already done that with previous release)

That red alert klaxon sound exactly like the one i did couple years ago for TMP bridge (Prometheus bridge retexture : http://bridgecommander.filefront.com/file/Early_TMP_Miranda_Bridge;86406)
Does't sound too bad and nice that there are two a TWOK Era Red Alert and then an alternative TMP style Red Alert without additional siren. One thing I would say is, is their any way soften the klaxon as it sounds a bit harsh to the ear compared to in the movies.

Also which program did you use to record the klaxon and then filter out the music voices e.t.c ?
Title: Re: Baz1701 bridge WIP
Post by: Bones on August 02, 2014, 11:39:50 AM
I didn't capture that sound, I used the one available for all TMP bridges, cut it, mixed it and there it is ;) I'm using Audacity for sounds editing (luodness, pitch etc.)
Title: Re: Baz1701 bridge WIP
Post by: Captain Galaxy on August 02, 2014, 12:07:30 PM
I didn't capture that sound, I used the one available for all TMP bridges, cut it, mixed it and there it is ;) I'm using Audacity for sounds editing (luodness, pitch etc.)
https://soundcloud.com/wrstone/star-trek-the-motion-picture-4   Is there anyway audacity could capture this?
Title: Re: Baz1701 bridge WIP
Post by: Bones on August 02, 2014, 02:46:35 PM
Nope, it's not sound capture software, it's just for editing ;) I bet there are ways to get this sound captured ;)
Title: Re: Baz1701 bridge WIP
Post by: Captain Galaxy on August 02, 2014, 03:57:01 PM
Nope, it's not sound capture software, it's just for editing ;) I bet there are ways to get this sound captured ;)
I have managed to capture it and put into the game with no quality loss and it sounds epic :)
Title: Re: Baz1701 bridge WIP
Post by: Bones on August 03, 2014, 03:46:52 AM
Awesome, I'm gonna try to get hold on Kobayashi Maru alert (the one you hear when Savik orders the crew to abandon ship) both should fit perfectly on those bridges :)
Title: Re: Baz1701 bridge WIP
Post by: TK421 on February 13, 2018, 04:24:14 PM
There has been some amazing work on these bridges done so far. I am sure Trek fans will be very impressed with the final result for each of them. My favorite remains the Ent-A bridge from STIV. What a thrill it will be to play as the Enterprise from STII, then the Enterprise-A from STIV. It was so iconic even though we only saw it for a very brief time in that movie.

These bridges continue to amaze me. Often I am at a loss for words describing how great they are.

Bridge Commander remains the finest PC game for every Star Trek fan.
Title: Re: Baz1701 bridge WIP
Post by: Morgan on February 14, 2018, 02:35:46 PM
There has been some amazing work on these bridges done so far. I am sure Trek fans will be very impressed with the final result for each of them. My favorite remains the Ent-A bridge from STIV. What a thrill it will be to play as the Enterprise from STII, then the Enterprise-A from STIV. It was so iconic even though we only saw it for a very brief time in that movie.

These bridges continue to amaze me. Often I am at a loss for words describing how great they are.

Bridge Commander remains the finest PC game for every Star Trek fan.
I'm glad you're enjoying the bridge and the game!  This bridge in particular was released a few years back, so you can play it anytime:  https://www.nexusmods.com/startrekbridgecommmander/mods/1494

As a general rule, we don't encourage bumping old threads (unless you're the original person who started it).  If you have any questions or feedback for us feel free to create a new thread.  :)

I'm gonna go ahead and lock this down since the bridge was completed years ago.