Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Lurok91 on July 18, 2011, 11:45:17 AM
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So done initial model bash from Type9 (seems best prototype): changed to single seat occupancy so all crew off set, centred player, added side monitors from Type8 (can't see in this shot). Will probably go for blue post-DW lcars as seem most appropriate.
Was interested to test whether transparent lcar could work as HUD, and seems likely from test. Used a JJ-style for this test but final version will be less 'busy'. Will try and see if can animate too.
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nice job so far i always look forward to new bridge sets XD
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Interesting approach, I'll have to keep an eye on this. :)
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Oh heck yes. :D
Lurok, you're the best. Not only a Valkyrie cockpit, but with a HUD to boot. You sir, you won yourself some cookies and a definite MotM nomination. :thumbsup:
The best part is, you've only barely tweaked the Type 9 cockpit and I already know this is going to be freakin' awesome. :P
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Suggestions:
1) HUD should have Valkyrie orthos with shield rings as a faux status indicator and some kind of center crosshair, as well as a faux ammo indicator. I say faux as I don't know if you can tie that stuff into the HUD.
2) I don't know why, but when I think of fighters, I think there should be some buttons above the pilot.
Those are my only suggestions as I think the Type-9 cockpit is the best choice as a baseline for the Valkyrie.
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this is a long shot here but why dont you take some inspiration from the gunship cockpit from metroid prime 3?, just to add some fighter esque elements, for example, slightly remodeling the front consols to wrap around the pilot?
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Suggestions:
1) HUD should have Valkyrie orthos with shield rings as a faux status indicator and some kind of center crosshair, as well as a faux ammo indicator. I say faux as I don't know if you can tie that stuff into the HUD.
2) I don't know why, but when I think of fighters, I think there should be some buttons above the pilot.
Those are my only suggestions as I think the Type-9 cockpit is the best choice as a baseline for the Valkyrie.
Some good ideas there and was planning to have some sort of indicators. If anyone knows how to do outline orthos of Wiley's Valkyrie be much appreciated!
Here's a lightmapped max render just to show how coming along. Obviously still tweaking a few things but will post ingame shots soon...
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what can I say? VERRRRRY good :D
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Fantastic a fighter cockpit for valkarie it will be like a flash back to playing invasion on my ps1.Also for some reson I am thinking re texture and it could be an Enterprise shuttlepod to go with nx bridge release. Good work again my friend you take a break for a few month and then its like update after update when do you actually sleep.
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I like what you have in the HUD so far there. Sort of reminiscent of the HUD of the Gunstar from the Last Starfighter.
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If anyone knows how to do outline orthos of Wiley's Valkyrie be much appreciated!
I know! I know! Here you go! :D
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Wow, Wiley....thanks :thumbsup: Just what I needed...hope I can do fighter justice...
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so i would recommend maybe making the backend end in a more runabout sized style after all they are around the size of the delta flyier and the inside of that ship is huge
(http://www.mobygames.com/images/shots/l/489476-star-trek-invasion-playstation-screenshot-chase-them-down.jpg)
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thanx for images, andy.
OK, having done some more research on Valkyrie decided blue lcars wrong (though if anyone prefers them can supply). So gone back to original period LCARS. Stats seem to suggest that Valk is roughly same size as Venture Scout (INS) so I'm probably going to release this as a dual version for both Valk, and also Scout (minus HUD and sidemonitors). Decided to keep HUD fairly simple but with trek elements, like the forward scan bars. Hopefully will work ok ingame animated.
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Lurok, I think I personally would prefer the blue. Are you going to include them in the download in a separate folder, or will it be per request?
On a side note, the developer of Invasion did a very, very good job with the cinematics. I'm not sure I've seen better in a Trek game before.
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^I could just include the blue ones in a sep folder...
Still some tweaks and anims to do but latest ingame shot...
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OH YEA, when your ready, may I beta , this bridge, oh COOOOKKKIEEE
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For someone who's on leave you're sure doing a lot! :P LOL (I kid)
Good work! I might have to download Wiley's Valk just for this!
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I too thought the blue LCARS was nice touch, so I'm glad you're considering including them. :)
HUD looks incredible, it doesn't go overboard and it's non-intrusive. The bars look like you're lining up a shot. I like it! :yay:
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To be fair I have never been into blue LCARS. Excellent work. I've been loving the shuttle and runabout sets so this will be a welcome edition
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How does that look with the existing BC GUI? I'm just wondering if the HUD might interfere with the tactical display.
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Haven't noticed any interference with GUI but maybe testers will.
Anyone all done and will get out to testers tomorrow. Some video...HUD anims lot smoother, the vid framerates a bit choppy but you get the idea...
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one slight suggestion is that you make the side bits of the main view that you would see if your were facing forward in bridge view transparent to reveal a little more of the viewscreen and make you feel like your in the fighter?
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Of course I'd prefer to have 180 degree transparency. Unfortunately, with the BC engine limitations we're restricted to limited forward view. Having endlessly experimented and now made several of these small interiors, trust me, this is the best game/ambience compromise. This is how cockpit looks and won't change...
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one slight suggestion is that you make the side bits of the main view that you would see if your were facing forward in bridge view transparent to reveal a little more of the viewscreen and make you feel like your in the fighter?
Of course I'd prefer to have 180 degree transparency. Unfortunately, with the BC engine limitations we're restricted to limited forward view. Having endlessly experimented and now made several of these small interiors, trust me, this is the best game/ambience compromise. This is how cockpit looks and won't change...
just thought of this, and i dont know if you have tried this, what about making the alpha/transparency layer of the image a gradient from where the front of the window is to where it gets to be messed up? so like 90 degree, or what not. idk how big the viewscreen is on the set.
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Tested love it even the little room at the back when you walk through the door you do feel like your in a fighter this will win awards I am sure well done cannot wait to see peoples reaction cookie
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just thought of this, and i dont know if you have tried this, what about making the alpha/transparency layer of the image a gradient from where the front of the window is to where it gets to be messed up? so like 90 degree, or what not. idk how big the viewscreen is on the set.
Lurok thats similar to what i ment....
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Okay I'm going to break these view-related posts with a beta report:
The fighter cockpit is very cool and I haven't had any issues with it. One thing I would suggest is adjusting the F2 zoom to be more centered on the viewscreen/HUD but other than that I see no issues. Overall, very cool set and definitely one of my top five favorites. :)
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thanks for positive feedback so far. Will see what can do with zoom adjust...
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This is shaping up to be amazing!
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Sometimes I forget to check my PM's. :hithead:
Beta report: No bugs encountered. Only qualm is the whole opaque side windows thing, but I know there's no getting around that.
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thanks for f/b, Farshot. Yeah, I wish there was a practical workaround on the window issue, but sadly not come up with one so far.
Anyway, for any interested, bridge up here:
http://bridgecommander.filefront.com/file/ValkyrieVenture_Scout_cockpits;119476 (http://bridgecommander.filefront.com/file/ValkyrieVenture_Scout_cockpits;119476)