Bridge Commander Central

BC Forums => BC Scripting => Topic started by: JB2005 on September 19, 2012, 12:48:10 PM

Title: Replacement Bridge Crew!
Post by: JB2005 on September 19, 2012, 12:48:10 PM
I had a few days free recently, so I thought I'd have a play around with BC Scripting - the result of which is this:



(The Armoury Officer is Lt Halliwell, but I haven't got his Tooltip working yet!

To be clear, these characters are entirely seperate from the Standard Bridge Crew - I altered the LoadBridge Script so that it now loads the stock 5 bridge crew and my custom NX-Crew as well, then altered the NXBridge Script so that as soon as the Stock Crew are loaded, they are then removed!

The problem I always hit upon when trying to do something like this, is that it means editing stock scripts, so for the moment this probably won't ever be seeing a public release (plus I am abusing several peoples' mods here!) though if a couple of ideas I have pay out, then a work-around version might!

For the moment I just thought it made a slightly interesting project!

As you may also have noticed, the Bridge Crew have the Enterprise Era Stations - Engineer, Armoury, Helmswoman, XO/Science and Communications! I'm playing around with switching out different officer functions (Another reason why it's easier to work with my own characters rather than the BC Stock Crew!)
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on September 19, 2012, 04:26:45 PM
You know if you make it Mutator controlled, you would not be limited in your selection.
:: Stock Bridge crew or Your Replacement Bridge crew::
Then Mutator off to check, then on agian
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on September 19, 2012, 06:53:51 PM
there are various mutator-controlled bridge crew replacement mods at bcfiles, you may want to consider looking at how they are scripted so you dont have to touch any stock scripts...
or, talk to Blackrook32 or Lurok...
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on September 19, 2012, 06:59:49 PM
The problem I keep coming up against is that I can't always get the mutator controlled scripts to work in Single Player Missions!
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on September 19, 2012, 07:01:57 PM
aaah it is for SP...  i see how you mean...
you may want to talk with Lurok all the same...
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on September 20, 2012, 04:50:28 AM
Although mutator crew should work ok, the major problem with SP missions (I assume you mean the Maelstrom Campaign ones) is all the scripting calls for the stock crew (Kiska, etc) so we'd need to find a workaround for that.   That aside, this would just be a nice standalone mod for any ENT fans (like me and BR32) and be interested to try out.  Using BR's Kiska-To-Male mod, and combining stuff from your CO mod with Rob Archer's AddCrew script tweak, I already have a working NX crew with Hoshi as added Comms orders, though I haven't been able to combine XO and science functions yet.  Plus they all have canon voices  :)
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on September 20, 2012, 08:42:16 AM
I'll have another look at it and see if I can work out what I was doing wrong!
Title: Re: Replacement Bridge Crew!
Post by: Blackrook32 on October 09, 2012, 07:52:12 PM
I'll have another look at it and see if I can work out what I was doing wrong!

Sorry I missed this posting, been busy with College and all...

I'm guessing there is a conflict with your custom crewbot.py script and the "Bridge Crew General.tgl". You will have to make a custom mutator & .TGL to accommodate Bridge Tiptool modification, like I have in my BC: Generations mod. Generations works in Quickbattle as a total conversion. Because the custom mutator in Generations calls for not only the custom bridge crew to the assigned bridge slots, with related Tiptools. Also the mutators in my mod calls a specific custom Bridge Crew General.TGL. That has the related information and directed modifications I made for the specific bridge crews.

My crews are gender specific, meaning I can place any gender with name & voice, to any bridge slot of my choosing. ;)
BR32
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 13, 2012, 12:59:39 AM
Thanks for the advice about mutators and overrides! It suddenly made me think and I've been able to come up with a rather rough, but nonetheless workable, solution to something I was playing around with this time last year:



Basically, Tiqhud asked last year if it would be possible to have the crew uniforms change according to the bridge. At the time I played around with a few things and was able to change the uniform texture, but not the head texture. In the end that fell by the way side when exams arose and second semester kicked in. Then tonight a lightbulb flashed in my head and I wrote a script which overrides the Bridge.py files and loads entirely new characters.

As far as I can tell, even though every custom bridge comes with its own character files (ambassadorbrex.py - for example) these are only necessary for the small piece of code which says "ConfigureFor[Bridge]" and you can pretty much write whatever you want in the rest of the file and it doesn't make a difference.

What the code I've written now does is when the Bridge loads it deletes the stock characters and simultaneously loads bridge specific character.py files. (so far the only bridges I have on this install are the Stock Galaxy and Sovereign so there are Sovereign[Character] Files and Galaxy[Character] files. Since the crewmembers are being reloaded every time the Bridge switches, and each character for each Bridge has its own seperate file, this means I can specify a ship-specific uniform!

The main bug at the moment is that because the script actively ignores the stock characters, every bridge in a BC install has to be made compatible with it, otherwise switching to a non-compatible bridge causes the characters to retain their spatial position from the previous bridge! I've got a couple of ideas on how this might be resolved but so far I can't get them to work!

In the past I've been advised to steer clear of modifying stock scripts and encouraged to implement overrides! Thanks to the people who gave me that advice because it's now paying off in dividends!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 13, 2012, 04:59:41 AM
*cookie*   Makes me almost nostalgic watching that vid  :)  Looking forward to seeing script for this; that's the one missing thing I've always wanted on install.  Presumably, once you have sorted out any final details, you will be able to,  say, transport from Galaxy/TNG crew to Bird of Prey with Klingon crew?
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 15, 2012, 08:59:53 AM
Sorry to double-post but wanted to ask JB advice.  Tried your Intrepid Bridge Crew script change idea: if you remember, the one where you incorporate all the new character anims in the bridge.py file  rather than as separate character scripts in Characters folder.  Works fine for changing bridge, but the crew are still stuck in the stock position, i.e. haven't switched to new positions.  Posted code below; any advice on what may be wrong welcome  :)

Code: [Select]
def ConfigureCharacters(pBridgeSet):
# Configure bridge characters to our bridge

import Bridge.Characters.Felix
import Bridge.Characters.Kiska
import Bridge.Characters.Saffi
import Bridge.Characters.Brex
import Bridge.Characters.Miguel

import Bridge.Characters.FemaleExtra1
import Bridge.Characters.FemaleExtra2
import Bridge.Characters.FemaleExtra3
import Bridge.Characters.MaleExtra1
import Bridge.Characters.MaleExtra2
import Bridge.Characters.MaleExtra3

pFelix = App.CharacterClass_Cast(pBridgeSet.GetObject("Tactical"))
pKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pSaffi = App.CharacterClass_Cast(pBridgeSet.GetObject("XO"))
pMiguel = App.CharacterClass_Cast(pBridgeSet.GetObject("Science"))
pBrex = App.CharacterClass_Cast(pBridgeSet.GetObject("Engineer"))

pFemaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra1"))
pFemaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra2"))
pFemaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("FemaleExtra3"))

pMaleExtra1 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra1"))
pMaleExtra2 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra2"))
pMaleExtra3 = App.CharacterClass_Cast(pBridgeSet.GetObject("MaleExtra3"))

Bridge.Characters.Felix.ConfigureForGalaxy(pFelix)
Bridge.Characters.Kiska.ConfigureForGalaxy(pKiska)
Bridge.Characters.Saffi.ConfigureForGalaxy(pSaffi)
Bridge.Characters.Miguel.ConfigureForGalaxy(pMiguel)
Bridge.Characters.Brex.ConfigureForGalaxy(pBrex)

if (pFemaleExtra1):
Bridge.Characters.FemaleExtra1.ConfigureForGalaxy(pFemaleExtra1)
if (pFemaleExtra2):
Bridge.Characters.FemaleExtra2.ConfigureForGalaxy(pFemaleExtra2)
if (pFemaleExtra3):
Bridge.Characters.FemaleExtra3.ConfigureForGalaxy(pFemaleExtra3)
if (pMaleExtra1):
Bridge.Characters.MaleExtra1.ConfigureForGalaxy(pMaleExtra1)
if (pMaleExtra2):
Bridge.Characters.MaleExtra2.ConfigureForGalaxy(pMaleExtra2)
if (pMaleExtra3):
Bridge.Characters.MaleExtra3.ConfigureForGalaxy(pMaleExtra3)

pCamera = App.ZoomCameraObjectClass_GetObject(pBridgeSet, "maincamera")
pCamera.SetTranslateXYZ(-35, 75, 40)


        Kiska()
        Felix()
        Brex()
        Saffi()
        Miguel()
        MaleExtra1(pMaleExtra1)
        MaleExtra2(pMaleExtra2)
        MaleExtra3(pMaleExtra3)
        FemaleExtra1(pFemaleExtra1)
        FemaleExtra2(pFemaleExtra2)
        FemaleExtra3(pFemaleExtra3)

def Kiska():
pBridgeSet = App.g_kSetManager.GetSet("bridge")
pKiska = App.CharacterClass_Cast(pBridgeSet.GetObject("Helm"))
pKiska.ClearAnimations()

pKiska.AddAnimation("akHelmTurnCaptain", "Bridge.Characters.akMediumAnimations.akTurnAtHTowardsCaptain")
pKiska.AddAnimation("akHelmBackCaptain", "Bridge.Characters.akMediumAnimations.akTurnBackAtHFromCaptain")
pKiska.AddAnimation("galHelmGlanceCaptain", "Bridge.Characters.CommonAnimations.GlanceRight")
pKiska.AddAnimation("galHelmGlanceAwayCaptain", "Bridge.Characters.CommonAnimations.SeatedM")
pKiska.AddAnimation("EBHelmBreathe", "Bridge.Characters.CommonAnimations.SeatedM")
pKiska.AddRandomAnimation("Bridge.Characters.SmallAnimations.EBEConsoleInteraction", App.CharacterClass.SITTING_ONLY, 25, 1)
pKiska.AddAnimation("PushingButtons", "Bridge.Characters.SmallAnimations.EBEConsoleInteraction")
#pKiska.AddAnimation("galHelmHit", "Bridge.Characters.akMediumAnimations.galHHit")
#pKiska.AddAnimation("galHelmHitHard", "Bridge.Characters.akMediumAnimations.galHHitHard")
pKiska.AddAnimation("galHelmReactLeft", "Bridge.Characters.CommonAnimations.ReactLeft")
pKiska.AddAnimation("galHelmReactRight", "Bridge.Characters.CommonAnimations.ReactRight")
pKiska.SetLocation("akHelm")
pKiska.SetLookAtAdj(2.9137, -268.734, 38.715797)
pKiska.AddPositionZoom("akHelm", 0.65, "Helm")
pKiska.AddRandomAnimation("Bridge.Characters.CommonAnimations.TiltHeadLeft")
pKiska.AddRandomAnimation("Bridge.Characters.CommonAnimations.TiltHeadRight")
pKiska.AddRandomAnimation("Bridge.Characters.CommonAnimations.LookUp")
pKiska.AddRandomAnimation("Bridge.Characters.CommonAnimations.LookDown")
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 15, 2012, 12:11:19 PM
*thinks*

if i remember correctly, the problem I found was that doing it like that, it tended to ignore the files in the Autoload folder? So unless you physically modify Common Animations to accept the new positions it didn't work?
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 15, 2012, 04:16:48 PM
do you have something like this in the script for the bridge in Autoload folder?
Code: [Select]
oundation.BridgeDef('Intrepid', 'intrepidbridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
# Intrepid-Bridge Locations
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m' ],
'IntTactical': [ 'data/animations/Int_stand_t_l.nif', 'Int_stand_t_l' ],
'IntCommander': [ 'data/animations/Int_stand_c_m.nif', 'Int_stand_c_m' ],
'IntScience': [ 'data/animations/Int_stand_S_S.nif', 'Int_stand_s_s' ],
'IntEngineer': [ 'data/animations/Int_seated_e_s.nif', 'Int_seated_e_s' ],
'EBCommander1': [ 'data/animations/EB_C1toC_M.nif', 'EB_C1toC_M' ],
'IntGuest': [ 'data/animations/Int_stand_X_m.nif', 'Int_stand_X_m' ],
'IntL1S': [ 'data/animations/Int_L1toG3_S.nif', 'Int_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'IntL1M': [ 'data/animations/Int_L1toG3_M.nif', 'Int_L1toG3_M', 'pCharacter.SetHidden(0)' ],
'IntL1L': [ 'data/animations/Int_L1toG3_L.nif', 'Int_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'IntL2M': [ 'data/animations/Int_L2toG2_M.nif', 'Int_L2toG2_M', 'pCharacter.SetHidden(1)' ],
'IntG1M': [ 'data/animations/Int_G1toL2_M.nif', 'Int_G1toL2_M' ],
'IntG2M': [ 'data/animations/Int_G2toL2_M.nif', 'Int_G2toL2_M' ],
'IntG3M': [ 'data/animations/Int_G3toL1_M.nif', 'Int_G3toL1_M' ],
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 15, 2012, 05:36:28 PM
The script you've done for Kiska has what I think is a reference to the Akira Bridge Positions? Where it says "pKiska.setlocation("akhelm")"

it should read pKiska.setlocation("inthelm") or something similar?
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 16, 2012, 04:56:05 AM
Aah. I think I see now what you might have done.  I'll play around and let you know results.  :)
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 16, 2012, 10:58:02 AM
:)

I've got my mod working now, and I'm hoping to do a preliminary release soon, but before I can, I'm using a uniform mod from BC Files http://bridgecommander.filefront.com/file/Star_Trek_The_next_Generation_Uniform_Mod_v10;26195

Now it's from 2004 and it was the last mod "Lorik" released...and obviously there's been so much intervening time it's doubtful I'd be able to get in touch with him...but if anyone has any contact details I'd appreciate it, otherwise do you think it would be ok if I just credited him with the uniforms?



In case anyone's interested!
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 16, 2012, 03:07:27 PM
im sure that would be ok to just credit him...
also, BR has been working on some really good looking uniforms, but they would be for the EF2 crew...

i have a script that allows for bridge-switching in QB (without having to end the battle and set it up again) which works along the same lines as what you have here, tho the script i have calls for a window of all the installed bridges rather than having them listed one by one in the XO menu...  it might actually be one of yours? lol  i dont recall where i got it...  in either event, lemme know if you would like to have it :)
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 16, 2012, 03:23:28 PM
im sure that would be ok to just credit him...
also, BR has been working on some really good looking uniforms, but they would be for the EF2 crew...

i have a script that allows for bridge-switching in QB (without having to end the battle and set it up again) which works along the same lines as what you have here, tho the script i have calls for a window of all the installed bridges rather than having them listed one by one in the XO menu...  it might actually be one of yours? lol  i dont recall where i got it...  in either event, lemme know if you would like to have it :)

I think that is one of mine! And the switching bridge buttons here are just so I could see for myself if it was working! It works just as well by starting up a new QuickBattle and I'm going to test it on my Kobayashi Maru install in a bit, but it should work with that as well!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 17, 2012, 05:48:06 AM
Nice work on mod  :thumbsup:  Interesting you say in vid only compatibility with stock bridges, but you use non-stock Defiant and TOS.

On earlier Intrepid script question, I thought problem might have been I missed off the BridgeName: 'Int'  bit at top of script.  But that doesn't seem to have made any difference.  I'll carry on tinkering but if you have any other thoughts...
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 17, 2012, 06:18:27 AM
On earlier Intrepid script question, I thought problem might have been I missed off the BridgeName: 'Int'  bit at top of script.  But that doesn't seem to have made any difference.  I'll carry on tinkering but if you have any other thoughts...
if you wanted to send me over that which youre kinda stuck on, ill be happy to take a look as well as see if i can come up with anything...  lemme know if i can help in any way :)
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 17, 2012, 08:02:45 AM
Nice work on mod  :thumbsup:  Interesting you say in vid only compatibility with stock bridges, but you use non-stock Defiant and TOS.

In theory it's compatible with all bridges! And if a non-stock bridge is installed, the mod doesn't mind, but to override the characters and put a specific uniform on it, I have to know exactly which bridges are installed! So for now for general release it would only be stock bridges!


Having said that, it's not a very complicated script to modify and I'll include instructions with it, but I'd rather streamline it further, so I'm currently trying to make it a more modular system so that individual plugins can be added for custom bridges according to individual installs!

So when I say it's only Stock Bridges...that's just how it works at the minute!
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 18, 2012, 11:00:02 AM
I got this one http://bridgecommander.filefront.com/file/Uniforms_many_styles;105863 [cause I'm lazy and there is many in one download, saving me Bandwidt]
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 18, 2012, 07:12:59 PM
Good tip! I've put that to use! I also realised that I was missing a trick - since every time the Bridge changes, it loads an entirely new character file, there's no reason why it always has to be the same crew! A little experimenting and the result was quite good:



In addition, in an attempt to make the mod...umm...modular, I've put it together so each Bridge/Bridge Pack has a seperate mutator:

(https://lh4.googleusercontent.com/-KDEyk0tbhzY/UICLRSe2wTI/AAAAAAAAAGA/KU4HMSb-MJQ/s640/stbc%25202012-10-19%252000-04-43-68.jpg)

Obviously the more overrides that are installed, the fuller the mutator menu will get - though I have a dim memory of someone mentioning sub-menus for mutators, so I will look into this - but since a full mutator menu seems to be low down on peoples list of complaints, I don't think this is a bad trade-off! It will mean that the mod can be installed for specific bridges, and if you have the TOS Pack and not the Voyager Season 1/2 Bridge, or vice versa or anything else, it won't necessitate you downloading them to enjoy it!
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 21, 2012, 01:15:13 PM
Sorry for the double post!

Just submitted my first iteration of the mod to BC Files and will create a thread in the downloads forum when it's approved!
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 21, 2012, 05:16:19 PM
really cool what youve done there :D
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 21, 2012, 05:24:36 PM
I will warn in advance - there is a bug! Once you've switched to a Bridge with a dfferent uniform, for an as yet unknown reason, the tooltips vanish! Even more perculiarly, if you switch to External Display and back, helm and tactical reappear - but only helm and tactical!
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 21, 2012, 09:09:43 PM
that is a bizarre issue - i wonder what could be causing that?
personally, i turn tooltips off all the time anyway so no problem here lol
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 22, 2012, 08:29:25 AM
It is a relatively minor issue! I think it must have something to do with Saffi's Tooltip - although that's mainly guesswork based on the fact she's the "Third" crewmember and it's her, brex and miguel that aren't showing up! It'll probably be something dumb that I've overlooked (it usually is!)
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 22, 2012, 10:49:18 AM
This is GREAT, Little did I know my suggestion, to you, would turn out this Great
 Now all we need is  'for'
http://bridgecommander.filefront.com/file/RotarranBridge;115635
http://bridgecommander.filefront.com/file/TMP_Klingon_Bridge;117468


http://bridgecommander.filefront.com/file/Warbird_Bridge;117376


Ps: Tool tips are not much of a problem, I turned mine off shortly , after got BC in 2002 [March]
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 22, 2012, 03:14:33 PM
Those will be the bridges I'll move onto next because it'll let me use different character models! Unfortunately I'm getting a 502 Gateway error on Gamefront! So I'll have to hold off until that gets corrected!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 23, 2012, 05:10:49 AM
tried it out and worked great.  If you permit, would be great to adapt for SPMod - would help streamline ship/bridges/crew in QB.  On question though: is there a specific issue with extras, which you seem to comment out.   I've played around with script but whatever I do can't get per bridge extras to load. The closest is the bridge will load the per bridge main crew, but the extras will be the stock or whoever you had on your mutators. So, for example, I had the Voyager bridge/crew, but all the extras were Klingons!   Which was kinda cool   :)  Even if not desired effect.
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 23, 2012, 06:29:33 AM
I commented out extras in the first place because it meant an additional 6 scripts that had to be changed, overriden and so-on! I can't say whether there is an issue or not at present, for the simple reason that I haven't tried them! But I will do now and see what happens!

And you're more than welcome to use it in the SP Mod!

Edit:

Just got Extras working on the Sovereign Bridge, but they all walked on top of each of other! I'll have to sort that! The solution will probably just be only assigning one extra to each potential extra position on the bridge!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 23, 2012, 12:03:17 PM
Looking forward to seeing how works your end.  Like I said, extras load...just not in your their required bridge state  :)   Thanks for perm also:  this will be a great workaround for SPMod QB.
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 23, 2012, 01:43:49 PM
Now we need a Kelvin , JJenterprie, [can anyone think of any other bridges, that are Needed, but not a Requirement] since we have SO few people that do Bridges, maybe retextures, since animations would not need redo-s.
What about the Constitution- into a kelvin, is that do able ?[or is it the wrong shape?]

Think someone mentioned, starting a Kelvin and JJenterprise;.
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 23, 2012, 01:46:21 PM
hold on - youre getting too far ahead there, Tiq...
current bugs need to be sorted first before anyone can think of all that which youre mentioning just now lol
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 23, 2012, 02:07:47 PM
hold on - youre getting too far ahead there, Tiq...
current bugs need to be sorted first before anyone can think of all that which youre mentioning just now lol
YEP, I just got excited
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 24, 2012, 06:11:23 AM
 :yay: :dance :bow: :D
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 24, 2012, 07:30:34 AM
My solution was just to create extras in the same way that characters are created in the modified bridge scripts!

I'm just wondering if that would work in all cases - for instance in the TOS Bridge Pack, it introduces two seperate uniforms (Cage and Standard?)


Also on a similar but unrelated note, I've been playing around, added a few more bridges in, but the thing I'm quite proud of right now is this:



This should mean that it will make BC Crews totally customisable - each bridge can be specified with a specific uniform for a specific crewmember!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 24, 2012, 09:08:57 AM
That's cool  :thumbsup:
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 24, 2012, 11:28:21 AM
WWWHHHOOaaa thats great :yay: :yay: :yay: :yay: :yay: :D :D
Title: Re: Replacement Bridge Crew!
Post by: Mario on October 24, 2012, 05:20:30 PM
I will warn in advance - there is a bug! Once you've switched to a Bridge with a dfferent uniform, for an as yet unknown reason, the tooltips vanish! Even more perculiarly, if you switch to External Display and back, helm and tactical reappear - but only helm and tactical!

It just vanishes as you said or is there more to the manifestation?
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 25, 2012, 03:20:49 AM
Inititially, all the tooltips are there, regardless of which set of characters are loaded. When the bridge changes so that one set of characters is removed and another lot are created, all the tooltips disappear, if you hover over the characters they're simply gone. if you then change to external view and change back, the tool tips for helm and tactical reappear, but the others don't. Then if the bridge changes again and another set of characters are created, the tooltips totally disappear again, and switching to external view and back only restores helm and tactical!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 25, 2012, 04:50:37 AM
My solution was just to create extras in the same way that characters are created in the modified bridge scripts!

My bad  :facepalm:  Deleted previous 'solution' as just noticed it does fix extras problem - but still had them turning up in override bridge manifestation  :)  Anyway, used same method as you here and that seems to have fixed it.  Also giving me opportunity to clean-up scripts/anims.
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 25, 2012, 12:34:03 PM
The next version of the mod that I'll release will have a rather drastic alteration to the character scripts! As well as a few other things! And cleaning up the animations would be something I'd love to see! One of the big disappointments I found was how few of the animations included that aren't used, actually work as they're supposed to!

I'm also just going to throw this out there: does anyone know of a Type B (ie Voyager) Uniform mod, that doesn't replace any of the characters' appearances? As I'm currently on the lookout for one! Thanks!
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 25, 2012, 01:28:06 PM
It's alright! I shouldn't be looking at the minute anyway! It'd be making a rod for my own back! Once I've got all the bridges and uniforms I currently have coded into the UMM, then I'll have another look!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on October 26, 2012, 05:00:12 AM
Re: anims, I've been working on a streamlined PBUM Warbird for SPMod and  it only uses common anims (head turns, looks, etc) apart from bridge-specific position, doors and extra-walk.

If you can let me know which anims you've found that don't work as should I could see whether could be fixed?
Title: Re: Replacement Bridge Crew!
Post by: hobbs on October 26, 2012, 05:26:58 PM
My solution was just to create extras in the same way that characters are created in the modified bridge scripts!

I'm just wondering if that would work in all cases - for instance in the TOS Bridge Pack, it introduces two seperate uniforms (Cage and Standard?)


Also on a similar but unrelated note, I've been playing around, added a few more bridges in, but the thing I'm quite proud of right now is this:



This should mean that it will make BC Crews totally customisable - each bridge can be specified with a specific uniform for a specific crewmember!


this is great... simply great (so great it goes from ok to great then goes back to ok :) or is that going over board lol )
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 28, 2012, 09:20:08 AM
Thanks! Right now I've got 8 bridges (Nebula, Prometheus, Galaxy, Sovereign, Interpid, TAS, TOS and Cage) installed which allow customization of all 5 bridge characters, with 6 uniforms (Standard, TNG, TOS, Cage, Nem Dress Uniform and Voyager Crew) Which I think gives about 240 customization options for the crew!

EDIT:

Added in a further 3 more Bridges and 3 more uniforms, which brings it upto nearly 500 options!

This is how it works now:



There are default settings for all the installed bridges, and if you want to set a standard uniform for a bridge rather than individually, that's possible too! But if you want to be very specific and define a specific uniform/character replacement for each character on each bridge then that's possible!
Title: Re: Replacement Bridge Crew!
Post by: CyAn1d3 on October 28, 2012, 05:41:34 PM
for the love of cake dude, this is awesome!

now maybe someone can go in and update the uniform textures  :angel

+cookie
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 30, 2012, 03:37:00 PM
for the love of cake dude, this is awesome!

now maybe someone can go in and update the uniform textures  :angel

+cookie

Thanks! I'm afraid that I'm no good with textures/models or anything like that so it will be someone other than me! But I like the uniforms there already are!

I'm still working on this - the reason there haven't been any updates for a few days is because I am now working a lot more on the format of the scripts! For those who don't know, I'm a pretty appalling scripter, so there's a lot of stuff currently in this that doesn't need to be there, and I'm rewriting it to work more efficiently and to make it easier to expand. (The UMM Script which created the menus/buttons for the bridges was 4000 lines long - and it was terrible! Suffice to say the one that will be released will be a lot better!)
Title: Re: Replacement Bridge Crew!
Post by: CyAn1d3 on October 30, 2012, 08:22:27 PM
I'm a pretty appalling scripter, so there's a lot of stuff currently in this that doesn't need to be there, and I'm rewriting it to work more efficiently and to make it easier to expand. (The UMM Script which created the menus/buttons for the bridges was 4000 lines long - and it was terrible! Suffice to say the one that will be released will be a lot better!)

i only know enough python to edit plugin files... otherwise its like chinese to me.

I'm afraid that I'm no good with textures/models or anything like that so it will be someone other than me! But I like the uniforms there already are!

thats more my language.
maybe down the line someone will pick it up... too bad im swamped right now.
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 30, 2012, 09:08:36 PM
BR has done some really good uniforms...  but then again, those are for the EF 2 bots...
Title: Re: Replacement Bridge Crew!
Post by: CyAn1d3 on October 30, 2012, 09:55:05 PM
BR has done some really good uniforms...  but then again, those are for the EF 2 bots...

good point jimmy.

im curious jb, have you tried this with the EF2 crew?
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 30, 2012, 10:08:50 PM
Not particularly - *thinks* I think I was going to and then got distracted! I will try them and see what happens - in theory they should work fine! (Famous last words!)
Title: Re: Replacement Bridge Crew!
Post by: CyAn1d3 on October 30, 2012, 10:14:21 PM
good luck, if the EF2 crew can be pulled off, this will be THE sickest mod so far since the DQP
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 31, 2012, 12:49:58 PM
I am not sure, but isn't there kind'a a Block useing EF crew by Legacy. Since really only BR32 can use them for public releases.
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on October 31, 2012, 01:36:40 PM
Yeah that's why I've been a bit reluctant to do anything with them...
Title: Re: Replacement Bridge Crew!
Post by: JimmyB76 on October 31, 2012, 01:55:34 PM
this wouldnt apply to LC's EF2 Crew bots tho - this mod is already using that which has been done...  there is nothing new or no changes being done to LC's work...  he will be ok with this, i know him personally...
Title: Re: Replacement Bridge Crew!
Post by: tiqhud on October 31, 2012, 02:02:40 PM
this wouldnt apply to LC's EF2 Crew bots tho - this mod is already using that which has been done...  there is nothing new or no changes being done to LC's work...  he will be ok with this, i know him personally...
This is good then. :D
Will the existing Uniform mods work , on them?
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on November 02, 2012, 10:00:27 PM
I'll try the existing uniform mods, but I think they'll look wrong on them?

Incidentally I think I've got the extras issue nailed! Needs a bit more testing - but hopefully it should implement the random extras.

(If this works I'm thinking of applying a similar process to the Generations Bridge - so the default uniform is a random combination of the TNG and Voyager uniforms!)

Also, if it's a while before much more progress is made - it's because I've been convinced to take part in the NaNoWriMo! So a lot of my time is being sapped by that!
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on November 03, 2012, 06:12:25 AM
There are basically 3 existing BC crew bot variants:
* the original stock ones, which JB has been using
* the LC/EF2 ones, which Blackrook has been developing for his Gen mod
* the SPMod ones, which I originally adapted from LC/EF2 mod, but created new bots (TOS, TMP etc) and ported new missing crews (Romulans, Klingons, etc) from EF2.

None of the uniforms are interchangeable.
Title: Re: Replacement Bridge Crew!
Post by: JB2005 on November 04, 2012, 09:17:55 PM
Which is a pity in a way, but to be honest, I'm rather attached to the original bots! Although that might be all the hours I've now spent scripting in their uniform changes!

The extras are proceeding a-pace, but I took time out of that to correct something that's always irritated me, the empty chairs on the Stock Bridges:

(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2012-11-0502-09-33-38.jpg)

Although because this chair is animated and isn't "in" automatically, every time you switch bridges it looks ridiculous (right now the effect you see is caused by a script I wrote in QBAutostart!) So I'm solving that one!

EDIT: Solved! Followed a hunch and it's a line in LoadBridge which for whatever reason puts the chair in the "out" position...so I put in an override and changed it to the "in" position!

(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2012-11-0502-09-49-22.jpg)

Finally after a decade or so, the stock Galaxy has an extra! The reason his arms are the only blue bit so far is because I still have to modify his head and this computer doesn't have the right software!

That was done because those empty chairs annoy me! (Although the empty console on the Sovereign Bridge is irritating as well...especially since in the films it's tactical and it's technically accessible through some creative scripting - suffice to say the finished product as far as character placement on the Stock Sovereign Bridge is concerned may be somewhat...radical! Not strictly a Uniform Modification per se...but ah well!)
Title: Re: Replacement Bridge Crew!
Post by: Lurok91 on November 05, 2012, 12:59:02 PM
Which is a pity in a way, but to be honest, I'm rather attached to the original bots! Although that might be all the hours I've now spent scripting in their uniform changes!

 :)  But shouldn't be too big a problem to adapt your scripts to alt bots.