Author Topic: Game engine and B5 rotating sections  (Read 2411 times)

Offline STxB52002

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Game engine and B5 rotating sections
« on: February 03, 2011, 11:34:44 PM »
Hello. I'm new here, so if this topic doesn't belong here, or if the topic has been covered already, my apologies.

I'm thinking about becoming a modder and a scripter, mostly because I wish to create and release as many canon Babylon 5 ships for BC as I can. The list of B5 ships on filefront is good, but it could be way better. One of the most asked questions on the subject matter is this: "when will a Babylon 5 or Omega Destroyer with rotating sections be released?", or something of that nature.

So my questions are as followed: Is it possible, with the old game engine BC has, to have a ship with rotating sections that works ingame? If so, what is the best appoach, in your experience, for proceeding in creating such ships?

It'll take a few months before I can begin studying Python, 3D modelling, and the other skills necessary for this endeavor. I just wish to know if it is possible to achieve this, from your experience.

Thanks.
"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future and it changed us. It taught us that we have to create the future or others will do it for us. It showed us that we have to care for one another, because if we don't, who will? And that true strength sometimes comes from the most unlikely places. Mostly, though, I think it gave us hope, that there can always be new beginnings. Even for people like us."

Offline King Class Scout

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Re: Game engine and B5 rotating sections
« Reply #1 on: February 04, 2011, 07:14:28 AM »
this question has been raised several times.

a lot of effort gets put into trying to get something basic like the Intrepid class's variable geometry warp engines, and in that case, there are several models that have to be made just to get the effect.  BC's engine is probably not capable of the kind of rotatons B5ers want for the Human oriented ships.  however, there may be a way to make B5 itself rotate, or appear to. 

people have come up with a way to make roatating bussards and flickering engine glows on the models themselves by setting the textures up to animate.  you may be able to pull this off for B5, if my memory serves right, because I don't think there's a "parts" section on the B5 itself that rotates.
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Offline limey BSc.

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Re: Game engine and B5 rotating sections
« Reply #2 on: February 04, 2011, 08:33:00 AM »
Actually, it should be possible. Submodels proved that things can rotate ingame. All that needs to change is making it rotate constantly.
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Offline King Class Scout

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Re: Game engine and B5 rotating sections
« Reply #3 on: February 04, 2011, 09:52:37 AM »
it may be a "TL;DR" idea, considering the BC engine is from the "windows 9x" era of development.
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Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline Nebula

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Re: Game engine and B5 rotating sections
« Reply #4 on: February 04, 2011, 02:59:14 PM »
TL;DR?
also limey is right
Canon is what people argue exists on ships that don't exist.

Offline Bren

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Re: Game engine and B5 rotating sections
« Reply #5 on: February 04, 2011, 04:35:19 PM »
Do I recall someone saying that the reason the "locked" models were used for either end of the Voyager nacelle animation was because if it weren't the nacelles would start to lose their positional lock with the ship, and sort of wander off on their own? Wouldn't that happen with a constantly rotating submodel?

I'd love if it didn't...
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Offline King Class Scout

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Re: Game engine and B5 rotating sections
« Reply #6 on: February 04, 2011, 06:14:13 PM »
TLDR: "too long, didn't read"...what you tend to do with monster sized threads (one at a board I'm at has something like 12 THOUSAND posts).  in this case, it may be too long and complicated to pull off for some people.  throw in the age of BC's engine, and some people will write the idea off.  but someone else, like the thread starter, will be just as determined to DO it anyway.
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Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline STxB52002

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Re: Game engine and B5 rotating sections
« Reply #7 on: February 05, 2011, 09:17:43 PM »
Thank you all for your replies.

I'll take these posts into consideration. Although I have spring semester and other things to do in real life, I'm very ambitious towards making a Babylon 5 station that continuiosly rotates. If anyone else wishes to beat me too, please do so.  :thumbsup:
"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future and it changed us. It taught us that we have to create the future or others will do it for us. It showed us that we have to care for one another, because if we don't, who will? And that true strength sometimes comes from the most unlikely places. Mostly, though, I think it gave us hope, that there can always be new beginnings. Even for people like us."

Offline Defiant

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Re: Game engine and B5 rotating sections
« Reply #8 on: February 08, 2011, 03:23:55 PM »
If you also do the Omega class I would like to help you in the scripting part.

Offline STxB52002

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Re: Game engine and B5 rotating sections
« Reply #9 on: February 09, 2011, 11:54:02 AM »
If you also do the Omega class I would like to help you in the scripting part.

Thanks, Defiant. I'll take your help into serious concideration. What experience do you have with scripting?
"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future and it changed us. It taught us that we have to create the future or others will do it for us. It showed us that we have to care for one another, because if we don't, who will? And that true strength sometimes comes from the most unlikely places. Mostly, though, I think it gave us hope, that there can always be new beginnings. Even for people like us."

Offline JimmyB76

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Re: Game engine and B5 rotating sections
« Reply #10 on: February 09, 2011, 12:03:08 PM »
he created KM lol
not to mention things like QBAutostart and dozens of scripts for that... 

Offline STxB52002

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Re: Game engine and B5 rotating sections
« Reply #11 on: February 09, 2011, 12:10:29 PM »
he created KM lol
not to mention things like QBAutostart and dozens of scripts for that... 

LOL. I still have much to learn around here.
"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future and it changed us. It taught us that we have to create the future or others will do it for us. It showed us that we have to care for one another, because if we don't, who will? And that true strength sometimes comes from the most unlikely places. Mostly, though, I think it gave us hope, that there can always be new beginnings. Even for people like us."

Offline STxB52002

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Re: Game engine and B5 rotating sections
« Reply #12 on: February 17, 2011, 03:50:55 PM »
Actually, it should be possible. Submodels proved that things can rotate ingame. All that needs to change is making it rotate constantly.

Interesting. Can you please post a link that has more information on this script? Which mod has it, besides KM?
"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future and it changed us. It taught us that we have to create the future or others will do it for us. It showed us that we have to care for one another, because if we don't, who will? And that true strength sometimes comes from the most unlikely places. Mostly, though, I think it gave us hope, that there can always be new beginnings. Even for people like us."

Offline Defiant

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Re: Game engine and B5 rotating sections
« Reply #13 on: February 18, 2011, 02:22:35 AM »
It should be part of Foundation Tech.