Bridge Commander Central
BC Forums => BC Modding => Topic started by: Glenn on October 03, 2008, 03:12:31 PM
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Hi Folks, It's been a while since I've been active on these forums, but there is a reason for that!!. I've been busy for the past four or Five months modding Bridge Commander in the hopes of creating a new mod for the Bridge Commander Community.
So without further ado.... I would like to formally announcement my biggest project yet. :)
(http://i56.photobucket.com/albums/g166/Glendarin/STBCRLogo.jpg)
INTRODUCTION
I've always been a big fan of the original single player campaign in Bridge Commander, but after playing it recently I realised how dated some of the aspects of the game now look. So with my knowledge of modding, scripting and hardpointing I've decided to complete "Remaster" and re-work all the elements of the original game. Everything from models, textures, Sfx, Scripts, Bridges will be completely updated to take advantage of the more High-Powered PC's that are now on the market since BC's original release back in 2002.
PROJECT AIMS AND GOALS
My goal is to totally update Bridge Commander and in particular the original single player campaign. The work done by Captain Russell on his BC Supermod convinced me that completely modding the single player campaign is workable, I intend to go one step further and update all aspects of the original game.
CURRENT STATUS
For the past 4 months I've been concentrating on modding all the stock ships and bases that appear in bridge commander. I'm pleased to report that all stock ships are now complete and the game is "100% STABLE" with no issues on BC Crashing when reaching certain missions. Sticking closely to the original scripting structure for BC was the solution to this.
WORK STILL TO DO
1) Retexture and re-work all Bridges in the original game and add new bridges.
2) Remaster all textures ingame, including characters, planets, nebulae, sets, shields & weapons textures etc.
3) Remaster original games sounds to make BC more "atmospheric"
4) Change the original music score with a new one (don't worry the score I have doesn't come from any copyrighted material!!).
5) Add additional ships to the game that will appear in Quick Battle mode.
6) Complete Beta Test of the game (Beta Testers wanted at some point!!).
WHAT STBCR WON'T HAVE
For various reasons I've decided to stay closely to the original BC game Scripts, this is mainly because of the stability issues that occur when playing single player campaigns when adding certain mods to a BC Install.
The mods I won't be including are things like NanoFx, although a truely groundbreaking mod I've always had stability issues when playing single player. My main aim is to create a BC install that plays the single player campaign "seamlessly" from beginning to end.
ESTIMATED COMPLETION DATE
Spring 2009.
Please folks any feedback, ideas and suggestions are greatfully received.
In the meantime take a look at some of the work I've done for STBCR so far!!
Glenn
CE 8)
(And I appologise before hand to anyone else who was wanting to use the title "Remastered" but I thought about it first lol!!). :lol:
(http://i56.photobucket.com/albums/g166/Glendarin/ST%20Screenshots/stbcr1.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/ST%20Screenshots/stbcr2.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/ST%20Screenshots/stbcr3.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/ST%20Screenshots/stbcr4.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/ST%20Screenshots/stbcr5.jpg)
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Kewl.
Have a cookie
EDIT: what are you doing about music? I understand that it won't be copyrighted or anything, but are you writing it, is someone else writing it? just wondering.
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Kewl.
Have a cookie
Thanx for the interest Dude, and the cookie Mmm..... delicious!! 8)
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Kessok look niiiiiice.
Cookie!
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looks very promising, I always liked the single player campaign.
good luck for the project, I will definatly have an eye on that.
have a cookie from me too :D
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Looks great Glenn. pixofgalaxyplz?
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ooooh!!! this sounds awesome, Glenn! :D i cant wait to see how this project unfolds!!
i havent played SP in literally years, it will be great to play it again - i barely even remember any of it anymore lol
have another cookie! :)
Everything from models, textures, Sfx, Scripts, Bridges will be completely updated to take advantage of the more High-Powered PC's that are now on the market since BC's original release back in 2002.
damn my midrange 4 year old system with crappy gfx card *grumble grumble*
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TBH, i must admit to never having finished the single player campaign. I think though that BCR would probably inspire me to replay it.
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Finally some Kessok mods! That are not butchering retextures!
Not sure about the fake bump/normal mapping though.
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Damn u!!!! lol, looks like our projects have got similar names.
Great work. Cookie
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Sweet! :D I love the logo, very clear and crisp and very nice usage of colors too. This project sounds like a big one, and I hope you the best. I may even offer to chip in once in a while.
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Looks awesome Glenn!
I too have not played SP in a long time but always thought it had a good plot/story line.
I like the bump mapping and the textures overall are real nice.
Question:
Is the Nebula Class just a re texture of the original BC model or from your great Nebula Pack? I know you mentioned that you were re-working the models... but once again, just wondering if you were substituting the stock Neb for one of your own.
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hmm a mod without nano.
that's interesting... but maybe reasonable as you pointed out.
the nebula especially looks awesome.
I played the sp almost till the end.
But I didnt succeed in the mission with those hybrds and where chief is contacting them and you have to find out on which ship matan is...always was destroyed :(
*fail*
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Oh BTW, forgot to mention on my last post.
Cookie for you 8)
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hmm this looks awesome!
Though I always wondered what caused nano fx 2.0 to have issues with SP....
however I do know there were a few patches released for it and one was a SP fix.
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Thanx so much for feedback folks, I'm glad there is a fair bit of interest in this project, lemme see If I can answer a few of your questions. :)
Looks great Glenn. pixofgalaxyplz?
Thanx DJ, sorry but I'm not gonna release any pix of any of the key Fed ships yet.... especially the Galaxy until I secure a few permissions from the original authors. :wink:
Damn u!!!! lol, looks like our projects have got similar names.
Great work. Cookie
Sorry about that dude!!, I've had the name of the mod down for a while, the Star Trek TOS Remastered episodes was the inspiration for the name. Your excellent thread kinda forced my hand lol. but I don't see why we cant both use the same title lol. :D
Question:
Is the Nebula Class just a re texture of the original BC model or from your great Nebula Pack? I know you mentioned that you were re-working the models... but once again, just wondering if you were substituting the stock Neb for one of your own.
The Nebula Class featured in the mod is one of mine, every stock ship has been replaced with the best community models available. To be honest I can't wait to show you folks some of the Fed Ships lol. :wink:
hmm this looks awesome!
Though I always wondered what caused nano fx 2.0 to have issues with SP....
however I do know there were a few patches released for it and one was a SP fix.
Not sure if it was compatibility issues with foundation which screwed with the SP campaign or not!?. But in all the years of playing through SP with nanofx installed I always had issues with BSOD's. I've never seen a SP fix for NanoFx.... link please neb!?
Thanks for your feedback and interest so far folks. I'll be sure to keep you all posted lol. :D
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I believe things are gonna get very confusing when they get to BC Files (which I'm sure is along way away). Y'see, ChronowerX Productions is doing Kobayashi Maru - Remastered and your doing STBC - Remastered. Now, I'm not saying you or CXP have to do this but, people will get confused. As I did. But shouldn't some one alter there name slightly? I mean, KM replaced BC with ships. But KM-R is redoing KM. Now, this project is intended to replace BC ships right? So did KM. Yet both replacement projects are called "Remastered". Now this is very anarokish and you probably think I'm prick for saying all that but, I do tink tha some people might get a teeny weeny bit confuddled. :D
Apart from that, looks cool! I look forward to seeing more! :D :D :D
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Not sure if it was compatibility issues with foundation which screwed with the SP campaign or not!?. But in all the years of playing through SP with nanofx installed I always had issues with BSOD's. I've never seen a SP fix for NanoFx.... link please neb!?
yeah I found the link but the readme just killed any use for your mod
"You are NOT alowed to use this mod in any of your work, you are only alllowed to download this for privat use!"
by BCDS
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I believe things are gonna get very confusing when they get to BC Files (which I'm sure is along way away).
Apart from that, looks cool! I look forward to seeing more! :D :D :D
I tend to agree with Dale-s statements, and Yes It is cool. :o
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BCDS is a cool guy tho... im sure if he was asked, he might be willing to allow it this one time...
then again sometimes modders are strict about their personal work, and thats perfectly understandable of course...
doesnt hurt to ask i guess tho...
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- Will you be using Galaxy Charts?
- Can you modify the SP script to delay required action ... giving the player more time to think, act, react, and possibly even develop a tactic or two?
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well, a requirement for Galaxy Charts is NFX2b, which currently does not look like it will be used, so I would guess no. but it would be cool...
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a requirement for Galaxy Charts is NFX2b
Wrong.
It is not a requirement.
Actually, it should not be. Because of some scripting errors it is a requirement in GC v1.0.
However that was already corrected and fixed in GC v2, still unreleased but on beta testing. I already personally tested GC v2 on a BC 1.1 + Foundation install and it worked :wink:
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Be sure to look in the Autoload of a KM1.0 install, somewhere near the top you will see a file about a save fix. This will improve playability of the SP as well (I believe Defiant even said it fixed NanoFX for the SP). But you better ask Defiant about this.
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If it's any help, you are free to use any of my bridges. Might make a decent backdrop for another ship. Well, that is assuming Mark lets you use his bridges :P.
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Just a suggestion, but if this indeed does cause confusion with KM Remastered, then how about calling it one of these:
- Star Trek Bridge Commander Refit
- Star Trek Bridge Commander SP Version 2
Personally, I know I won't be confused between the 2 but I can see where Dale's remarks make sense.
Perhaps a poll would be in order...
Once again, just a suggestion :)
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I thought it was KM:Revamped?
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Just a suggestion, but if this indeed does cause confusion with KM Remastered, then how about calling it one of these:
- Star Trek Bridge Commander Refit
- Star Trek Bridge Commander SP Version 2
Personally, I know I won't be confused between the 2 but I can see where Dale's remarks make sense.
Perhaps a poll would be in order...
Once again, just a suggestion :)
Uh, last I checked, the KM enhancement was only recently founded, whereas Glenn has been hiding in a dungeon working like mad for a fairly long time. I'm not taking sides, just saying...
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Well, this isn't KM based (is it)? So I really don't see how it could be a problem. :S
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I thought it was KM:Revamped?
It was but the poll ended on the day that this was posted. And the winner was KM-Remastered.
Basically look at it this way.
Kobayashi Maru - Remastered
Star Trek Bridge Commander Remastered
They look nothing alike when written out full. So I don't reckon that there'd be a problem.
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I thought it was KM:Revamped?
It was but the poll ended on the day that this was posted. And the winner was KM-Remastered.
Basically look at it this way.
Kobayashi Maru - Remastered
Star Trek Bridge Commander Remastered
They look nothing alike when written out full. So I don't reckon that there'd be a problem.
They aren't even the same when abrevated. ;)
KM:R
BC:R
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ya i dont think too many people would confuse the mods... one is for KM, the other is for SP...
lets let Glenn chime in on how he wants his project to be named... if he wishes its name to be as it is, so be it... then, there will be a BC:R and a KM:R... personally, since it is an SP mod, id say go for BC Single Player Remastered (BCSPR or SPR) but again, it is Glenn's call, so lets see what he would like :)
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ya i dont think too many people would confuse the mods... one is for KM, the other is for SP...
lets let Glenn chime in on how he wants his project to be named... if he wishes its name to be as it is, so be it... then, there will be a BC:R and a KM:R... personally, since it is an SP mod, id say go for BC Single Player Remastered (BCSPR or SPR) but again, it is Glenn's call, so lets see what he would like :)
Thanks for the feedback folks.
As for the name..... It stays, as I said I've had the concept of this mod nailed down for six months plus, and that includes the Modification's Title.
As for mods like Galaxy Charts, I certainly won't rule out the possibility including it in STBCR but I have to finish up modding the core install first plus I need things like permissions from the original authors.
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Will BC:R be multi-player compatible? I think people will enjoy a modern mod that (hopefully) retains the balanced simplicity of the original game. Almost to the effect of a "KM Lite" without all of the unimportant bloat. Top notch work so far, I will definitely follow this project.
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Same here, so is this basically a high quality BC Supermod?
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I tell ya what, that kessok light looks good.
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Will BC:R be multi-player compatible? I think people will enjoy a modern mod that (hopefully) retains the balanced simplicity of the original game. Almost to the effect of a "KM Lite" without all of the unimportant bloat. Top notch work so far, I will definitely follow this project.
So far it is as compatible as the 1.1 patched game is as I've actually altered very little of the games core scripts, only stuff like hardpoints and weapons scripts have been altered so far.
Same here, so is this basically a high quality BC Supermod?
Well yes.... Kind of, CR did some great work with BC Supermod V3, especially with making the mod single player compatible without crashing issues. But CR did very little in terms of altering bridges, sets, textures etc. I hope to completely overhaul everything from the ground up.
Thanks for that question ChronowerX_GT.
I tell ya what, that kessok light looks good.
Cheers Starforce, so far that my favourite retexture. The mapping was a real pain in the butt!!. :lol:
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Hi again Folks. :)
Sorry that I haven't kept you updated for the past week or so, been busy modding and retexturing Federation bases for the STBCR. I've just finished making textures for Starbase 12, the main starfleet outpost in the game. I've kept the textures pretty high res to keep as much detail as possible with closeups. The Starbase 12 model appears with full credit to the Zorg / Morpheus for the original mesh, which has been re-sized to about the same size as the Stock Starbase 12 model.
Enough yapping.... here are the pix!! :D
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12f.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12g.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12a.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12b.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12c.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12d.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12e.jpg)
(http://i56.photobucket.com/albums/g166/Glendarin/Wips/s12h.jpg)
Comments and criticism are always welcome, in-game shots to follow in the next few days. 8)
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Hmm, could use some more polys to smooth out the circular parts.
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Yeah while texturing looks very good the model is rather poor quality for nowadays standards also it would be awesome to have docking blocks inside the station like in ST3,4,5,6
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Hmm, could use some more polys to smooth out the circular parts.
I hear what your saying, the saucer area is a little bit "blocky", the .nif file is huge and there are a lot of ploys used on certain areas of the starbase such as the antennae on the top and bottom of the mesh. I've been "trimming the fat" off of the original model but as far as smoothing goes... the model stays at it's current count. I have to find the right balance between model poly counts and texture resolutions, and with Starbase 12 being a key component of the single player campaign, often sharing scenes with other starship models I thought it would be best to keep a limit on polys and texture sizes for the starbase. :D
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Just remember that there are several cutscenes that involve the starbase, for example when we first acquire the Sov, the camera passes through the starbase doors, and the ship is positioned directly inside the doors as to fly right out. Try to make sure that this starbase produces the same technicalities.
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Hmm, could use some more polys to smooth out the circular parts.
Agreed,
But I also totally see your point about the balance that you're going for Glenn.
Very nice textures.
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great texture job on the station mate :)
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Hmm, could use some more polys to smooth out the circular parts.
Agreed,
But I also totally see your point about the balance that you're going for Glenn.
Very nice textures.
I think modern PC's should be able to handle a higher poly starbase. There's a good one on BCF. I'll try to find a link for you.
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But not too high, please. There are people who still have PC which are weaker than "modern" ones, like mine's.
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Yeah, a smoother starbase would definitely be welcomed. Very nice textures, but I must say that the model kinda ruins it for me... just imo, though.
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Hi Everyone, It's update time.... :D
I've finished the alpha channels on the Starbase 12 model and it's time for some in-game screenshots, just got a few more tweaks to do to the model and then it's on to the Fed Outposts. :)
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Here are a few more screenies, including a few shots of the starbase interior. :)
Enjoy!!.
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You can barely notice the edges ingame and that's the absolute nicest texture for any starbase interior!
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woooow that looks sooo awesome.
whats the texture size`?
have a cookie
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thats a nice one, just wish the doors worked, but that might make BC sick [the game itself]
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I still think it's too edgy, but the textures look very nice.
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Glad I just upgraded my graphics card this looks awsome
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thats a nice one, just wish the doors worked, but that might make BC sick [the game itself]
In theory they could, with the Foundation Tech in KM 1.0. Same scripting behind the Intrepid nacelles. The only hitch I can think of would be collisions preventing the doors from sliding into the super-structure.
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thats a nice one, just wish the doors worked, but that might make BC sick [the game itself]
In theory they could, with the Foundation Tech in KM 1.0. Same scripting behind the Intrepid nacelles. The only hitch I can think of would be collisions preventing the doors from sliding into the super-structure.
We can (and do in that script) selectively disable collisions between objects.
In this case, it might be easier to just have 2 extra objects permanently around, so the script just moves those 2 objects when needed. So no model swapping.
It would also mean that you could (do note, this is all a possibility, nothing set in stone) blow up the doors and force your way in. ;)
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You can barely notice the edges ingame and that's the absolute nicest texture for any starbase interior!
Thanks Barihawk, glad you like!!. :)
woooow that looks sooo awesome.
whats the texture size`?
have a cookie
The texture are a mix of three different sizes at the moment. 6 -1024x maps, 6 - 512x maps & 3 256x maps.
Thanks for the cookie!! scrummy lol.
thats a nice one, just wish the doors worked, but that might make BC sick [the game itself]
In theory they could, with the Foundation Tech in KM 1.0. Same scripting behind the Intrepid nacelles. The only hitch I can think of would be collisions preventing the doors from sliding into the super-structure.
We can (and do in that script) selectively disable collisions between objects.
In this case, it might be easier to just have 2 extra objects permanently around, so the script just moves those 2 objects when needed. So no model swapping.
It would also mean that you could (do note, this is all a possibility, nothing set in stone) blow up the doors and force your way in. ;)
Unfortunately I'm not that great when it comes to complex scripting, but if someone wants to have a stab at this then I'm all ears... Just PM me with your ideas and we will take it from there lol.
Thanks for the feedback folks, stay tuned for some Fed Outposts which should be coming this way soon... 8)
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wow decent graphics and detail for 1024s
really efficient.
I've seen worse 2048 :D
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wow decent graphics and detail for 1024s
really efficient.
I've seen worse 2048 :D
Thanks Intrepid, I'm actually thinking about downsizing a couple of the texture maps just to get a little more out the game in terms of performance.
Also this may be of interest to those gamers who low-end or older PC's.... I've closely kept to BC's original file structure, meaning that there will be support for High 2048x - 1024x, Medium 1024x - 512x, and Low 512x - 256x, Resolution texture maps, which can be changed using BC's performance options in the main menu.
I've had older PC's in the past and I know what it's like to want to play a newer game on an old PC. Those of you with older systems... you can be rest assured I haven't forgotten about you!!. :wink:
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I've had older PC's in the past and I know what it's like to want to play a newer game on an old PC. Those of you with older systems... you can be rest assured I haven't forgotten about you!!.[/color] :wink:
glad a few people still remember, You SB is great, size of the textures is Always my big worry.
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I must say I'm impressed, detail is going well on this, and I don't have any fears of losing framerates with this for some odd reason. I think this computer can handle this :). Can't wait
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This is a treat indeed. I've been patiently waiting for an SP update. To satisfy my curiosity, I now have a battery of questions for
Glenn.
- The original game was good, but I always felt it needed more ships in each mission. BC Supermod included
extra ships that were there to help out during fights or just part of the scene. Will we be seeing more
ships in each episode that either play a role in the mission or are there for eye candy such as ships in spacedock?
- The AI scripts for BC are very simple and making mincemeat of a Warbird was very easy once you outflanked it.
Will there be an update to the AI scripts or just the mission scripts and models? - Some of the ships I really missed seeing in action for BC were the Excelsior and Miranda Class as they were
prominently shown during the Dominion War. Is there a chance we may see them in the remastered version (Wiley
Coyote's Excelsior Pack would be a prime candidate)? - Can we expect to see new projectiles or will the stock projectiles be more or less the same with newer textures?
- Will players be given to choose the Sovereign or Galaxy for later missions, or will you traditionally get the
Sovereign in Episode 3? - Can you highlight anymore details already planned that will set the game apart from the original version?
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This is a treat indeed. I've been patiently waiting for an SP update. To satisfy my curiosity, I now have a battery of questions for
Glenn.
- The original game was good, but I always felt it needed more ships in each mission. BC Supermod included
extra ships that were there to help out during fights or just part of the scene. Will we be seeing more
ships in each episode that either play a role in the mission or are there for eye candy such as ships in spacedock?
- The AI scripts for BC are very simple and making mincemeat of a Warbird was very easy once you outflanked it.
Will there be an update to the AI scripts or just the mission scripts and models? - Some of the ships I really missed seeing in action for BC were the Excelsior and Miranda Class as they were
prominently shown during the Dominion War. Is there a chance we may see them in the remastered version (Wiley
Coyote's Excelsior Pack would be a prime candidate)? - Can we expect to see new projectiles or will the stock projectiles be more or less the same with newer textures?
- Will players be given to choose the Sovereign or Galaxy for later missions, or will you traditionally get the
Sovereign in Episode 3? - Can you highlight anymore details already planned that will set the game apart from the original version?
Thanks for such a good question DC, let me try and clarify a few of them for you. :)
1) At the moment I've got all the core ships that appear in the original game modded and balanced. For instance a Warbird is stronger than a Galaxy and you will be hard pushed to actually beat it in one on one combat. As for extra ships... I'm all for it, provided that It causes no conflicts with the core scripting, then thats a yes.
2) There will be a multitude of different ships available to play in quick battle, all we be properly balanced with canon hp's.
3) The projectile scripts and textures have all been modded by me and I think I've got them looking pretty good as well as being the right strength as well.
4) I'm not sure its possible to "choose" a different ship since the Sovereign is the key ship for most of the game, a lot of the scripts and sfx would need changing. So that's a no. (for the moment at least anyway!!).
5) Once I've finished modding ships, stations etc I plan on adding and testing other mods such as a few BCS:TNG scripts that might further liven up the SP campaign. There are a few other surprises that I have planned that will be announced in due course!!.
Thanks for the questions and interest!!
Have a Cookie lol. 8)
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Update Time again people. :)
Here's the completed Federation Outpost that will feature in STBC:R, I wanted to completly get away from those hideous stock models and at the same time give it a similar look and feel to the Federation Starbase. :)
The Federation Outpost appears courtesy of LongIsland26, you have my thanks!!. :)
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Hi folks.
Here is the completed retexture for the Federation Space Facility that will feature prominently in the Single Player Campaign. Being very similar to the Outpost there are a few noticeable differences.
I've also included a sneak peak of Biranu Station from Episode 2.3, hope you all like lol. :)
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very nice!! :D
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Would it be possible to add some scorching on Biranu to simulate some meteor damage? Would just add to the effect :D.
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Sweet, I love those base textures. Much better then the stock ones. :D
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Gorgeous work. How will this mod cooperate with the upcoming KM:R?
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oh, so sweet.
cookie again ;)
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Gorgeous work. How will this mod cooperate with the upcoming KM:R?
About as well as installing any major total conversion over another conversion. In other words, not so well.
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holy-freakin-wow. cookie.
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About as well as installing any major total conversion over another conversion. In other words, not so well.
Why wouldn't it? The 2 mods are playing with different sections of the game. The only overlap is with the ships, so if you made sure this was installed after KM:R, any conflicts wouldn't stop either working.
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About as well as installing any major total conversion over another conversion. In other words, not so well.
Why wouldn't it? The 2 mods are playing with different sections of the game. The only overlap is with the ships, so if you made sure this was installed after KM:R, any conflicts wouldn't stop either working.
It's quite early in the development of either mod to know for sure. It would be nice if you guys would work together to create one amazing mod, but right now it's two different projects. You are forgetting hardpoints, balance, and multitudes of other factors that probably have not even been thought of yet.
So it might happen, it might not. It would definitely be possible after both are released for someone to integrate them.
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awsome base textures glenn, have a cookie for it :D
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Going on from what Bari said, its like KM 1.0 and BC: Supermod 3. In their respected regions, they're cool but shipwise, there'll be a lot of problems. Probably throw ship HP's off balance. You wouldn't want to go against the Achilles (a ship we are redoing :D) and one of Glenns ships because we may have hardpointed it differently.
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Very nice Glenn.
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Thanks everybody for the feedback, Dalekanium2 is right merging two separate installs can cause numerous issues especially with Hp Balancing, scripts etc. I've been playing through my latest build to see if new additions such as the Starbase and Outpost are causing any issues in-game, so far things look promising!!. :)
I thought I'd post a few more screenies, this time from episode 3.1.... Bring on the Sovereign!!. :wink:
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And a couple more lol. :)
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If I might offer a recommendation, you should try to acquire "read only" usage permissions for the Elite Force Bridge Crew, by Frontier Productions. Found here: http://bridgecommander.filefront.com/file/Elite_Force_Bridge_Crew;85204
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:shock: sexy....'nuff said
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:shock: sexy....'nuff said
Cheers eclipse :wink:
Here we go folks, another update for you all.... this time it's only a mini one though. :?
I've finished retexturing the stock drydocks for STBCR, I was planning to use cordanilus's drydock that he released last year, seeing as he gave me his permission, but unfortunately I'm having a few scaling issues with it at the moment. So for the meantime this retexture of the stock one will do. As your can probably see there is a slight difference to original stock model and that is the top section. I've managed to port over the top section from cordanilus's mesh improving the overall look of the model by quite a bit (cordanilus I hope you don't mind!?). It's still a bit rough in places but I think it's been definitely "Remastered" for STBCR. 8)
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Very nice Glenn.
This is going to be an excellent upgrade to the original!
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ok, one last time I give ya a cookie.
each time i see a pic, I could.
very nice.
especially that galaxy, yammie ;)
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That drydock is shockingly huge compared to that galaxy.
V nice tho!
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Your Space Facility retexture is phenomenal :king
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It's fine with me, Bones helped out with that part of the textures though.
The TMP drydock I made, it's to scale for the constitution. The sovereign drydock is about right. It's just that it's too close for BC, so as a result...if you have collisions on, then you go bang! lol Collisions need to be off for it to work best. The Pre-TNG dock was meant for the ambassador class.
I can either make it smaller or larger should you require it, just let me know. And, I made a new top section to the docks, I just have to map it and make a new texture for it. Hmmm, I also made new lights too...and other stuff. lol
Great work Glenn, very nice. :D
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Thanks for the questions and interest!!
Have a Cookie lol.
Thank you sir for the fantastic retextures! A cookie for you too and a cellular peptide cake with mimpf phrosting.
The Galaxy in the screenies with the drydock: Is it the SNS Galaxy or a retexture of the stock version?
Also, I've redone the HP from your CE Galaxy Class. It's been sitting around on my hard drive for a while and
I wanted to know if I can release it to the public. I think I've balanced it fairly well in the tradition of the TNG
series.
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BTW a note to all modders........ I believe there is a way (but not 100% sure) to fix the "Bright Glows" once and for all for people using NanoFX 2.0. It requires adding a black alpha channel to all of your Specular Textures. This will prevent the glows from being way too bright when the lights flicker on the ships.
I am pretty sure I stumbled on this at one point, so someone should do a test to see if this is true!
I just thought that because this mod looks so great, and it's a major overhaul retexture mod, it would be a good opportunity for you to ensure that your mod has this kind of feature for top quality! Give it a try and let me know if that works for you guys!
I apologize for there never being a next version of NanoFX for BC, but you guys will benefit from a new Game Engine with NanoFX Evolved in the long run :)
Talk to you guys later, keep up the great work!
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Thanks for the questions and interest!!
Have a Cookie lol.
Thank you sir for the fantastic retextures! A cookie for you too and a cellular peptide cake with mimpf phrosting.
The Galaxy in the screenies with the drydock: Is it the SNS Galaxy or a retexture of the stock version?
Also, I've redone the HP from your CE Galaxy Class. It's been sitting around on my hard drive for a while and
I wanted to know if I can release it to the public. I think I've balanced it fairly well in the tradition of the TNG
series.
Everything will be the latest and greatest in this mod. You can tell that by how clean the textures are that its djs galaxy.
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Thanks for the questions and interest!!
Have a Cookie lol.
Thank you sir for the fantastic retextures! A cookie for you too and a cellular peptide cake with mimpf phrosting.
The Galaxy in the screenies with the drydock: Is it the SNS Galaxy or a retexture of the stock version?
Also, I've redone the HP from your CE Galaxy Class. It's been sitting around on my hard drive for a while and
I wanted to know if I can release it to the public. I think I've balanced it fairly well in the tradition of the TNG
series.
Everything will be the latest and greatest in this mod. You can tell that by how clean the textures are that its djs galaxy.
LOL wrong. Try the CE Galaxy ;)
~Jb06
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It's good to hear of old CE. I'd forgotten he was Glenn (sorry!). They could easily pass as DJ's galaxy though. They were absolutely great ships Glenn!
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To be honest I prefer Glenn's Galaxy to DJ's although once the pack comes out I will have both sets.
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You're all wrong, lol. That's Scotchy's. The CE galaxy was a combination of p81's mesh with the SNS textures. As a result, the mapping was somewhat off and the mesh still had errors in it. The one in the pic has all the trademark flares of Scotchy's work: Thin rims and nacelle supports, and a flat drive section with a tall interhull. Not to mention the extruded deflector. Also, on the CE, the saucer rim windows did not bend around the edge, on the SNS they do. Mine as well. :) Though the ship in the pic certainly appears to have a few darkened textures, such as the deflector.
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You're all wrong, lol. That's Scotchy's.
Thanks DJ!! glad to see someone knows their mods!! :wink:
Hands down DJ's Galaxy is definitely the best Galaxy Class in the community at the moment but Scotchy's model comes a very close second in my opinion. I wouldn't even consider adding the CE Galaxy to STBCR because it's simply not a good enough model, especially for one of the lead ships such as the Dauntless. I currently have scotchy's model modded into the core install because it was easiest. For instance Registries for all the Galaxy Class ships that appear in BC are part of Scotchy's original pack which made copying and modding files quick and easy!! :)
Please bear in mind folks that all of the ships that have so far appeared in this mod are NOT final and subject to change!! :D
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You may as well use the SNS. There won't even be a Dauntless in my pack.
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Looking awesome so far ;)
I dig through my old private use mods and I've found Sovvereign bridge retexture I've done right before Nem Sov bridge upgrade came out, I've never released it tho. Its color scheme is the same as in Insurrection, infact I took colors from screencaps, these LCARS are from my NEM Sovereign private retexture mod. If you would need something like this I could hand it over to you (with NEM/INS viewscreen from 3DE upgrade + canon INS LCARS or stock model with INS LCARS)
Also after 3DE released their Nem bridge I've upgraded my retexture with some of their higher res texures tho never finished it...
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Wow Doc, that looks like STO quality.
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Wow Doc, that looks like STO quality.
which actually isnt a compliment.lol
actually it looks really nice, too bad only personal use...
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Well if Glenn will like it then it won't be private mod anymore, I simply didn't have time to finish it up so it ended up as private use
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The only problem with making your own is that it would look out of place against the official models. On the Ent-F, the registry and name are curved while on my Arcadia, they're not. Also, I believe that on DJ's models, he adds a reddish line around the letters and numbers to increase canonicity. I didn't. And the main reason why I think DJ didn't do the Dauntless was because its not canon. Even though its a prefectly good name for a whacking great big spaceship.
Nice wok Glenn.
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You may as well use the SNS. There won't even be a Dauntless in my pack.
Aww man...
But if you were releasing blanks, couldn't he just make his own Dauntless? :3
Also, nice re-texture buddy. :]
I have given serious thought to asking DJ for his permission to use the DJ Galaxy and modding my own registry textures. As I said before the SNS Galaxy is a nice mod and since I've used it in a load of BC installs in the past I knew how to mod it so worked in Single Player. also it was a good way to quickly test the core install and play the game from beginning to end to see if there were any compatibility issues when adding new ships into the game.
DJ, personally I think your Galaxy Class is Phenomenal and I would be honoured to see it as the Dauntless in STBCR. :)
Looking awesome so far ;)
I dig through my old private use mods and I've found Sovvereign bridge retexture I've done right before Nem Sov bridge upgrade came out, I've never released it tho. Its color scheme is the same as in Insurrection, infact I took colors from screencaps, these LCARS are from my NEM Sovereign private retexture mod. If you would need something like this I could hand it over to you (with NEM/INS viewscreen from 3DE upgrade + canon INS LCARS or stock model with INS LCARS)
Also after 3DE released their Nem bridge I've upgraded my retexture with some of their higher res texures tho never finished it...
Bones... 8)
Thanks so much for posting those pics, the Sovereign Bridge is looking Fantastic indeed!!. I could definitely use that bridge in the mod I'm building. I have a question though... Is it a retexture of the stock Sovereign Bridge or a bridge mesh modded by the guys at 3rdEra, either way it's very good work!! :)
Thanks for the kind offer of adding your Sovvie Bridge. However, bridge & set modding is a little way off yet. Once I've got all the ships in-game and balanced then I will definitely send you a PM about this bridge, I think it's excellent work!!. :)
In the meantime have a cookie lol. :)
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You may as well use the SNS. There won't even be a Dauntless in my pack.
Aww man...
But if you were releasing blanks, couldn't he just make his own Dauntless? :3
Also, nice re-texture buddy. :]
I have given serious thought to asking DJ for his permission to use the DJ Galaxy and modding my own registry textures. As I said before the SNS Galaxy is a nice mod and since I've used it in a load of BC installs in the past I knew how to mod it so worked in Single Player. also it was a good way to quickly test the core install and play the game from beginning to end to see if there were any compatibility issues when adding new ships into the game.
DJ, personally I think your Galaxy Class is Phenomenal and I would be honoured to see it as the Dauntless in STBCR. :)
Looking awesome so far ;)
I dig through my old private use mods and I've found Sovvereign bridge retexture I've done right before Nem Sov bridge upgrade came out, I've never released it tho. Its color scheme is the same as in Insurrection, infact I took colors from screencaps, these LCARS are from my NEM Sovereign private retexture mod. If you would need something like this I could hand it over to you (with NEM/INS viewscreen from 3DE upgrade + canon INS LCARS or stock model with INS LCARS)
Also after 3DE released their Nem bridge I've upgraded my retexture with some of their higher res texures tho never finished it...
Bones... 8)
Thanks so much for posting those pics, the Sovereign Bridge is looking Fantastic indeed!!. I could definitely use that bridge in the mod I'm building. I have a question though... Is it a retexture of the stock Sovereign Bridge or a bridge mesh modded by the guys at 3rdEra, either way it's very good work!! :)
Thanks for the kind offer of adding your Sovvie Bridge. However, bridge & set modding is a little way off yet. Once I've got all the ships in-game and balanced then I will definitely send you a PM about this bridge, I think it's excellent work!!. :)
In the meantime have a cookie lol. :)
Thanks :D
I have both retextured, tho the one 3DE team modded has only half of LCARS finished and since this is going to be Insurrection Sovereign bridge (perfectly fitted for DS9 time period) it has no LCARS at all :D I actually use them in my BC installs, I've never liked too much color scheme they used on Enterprise E bridge so the one from INS with bright blue lighting and floor was the coolest one IMHO.
If you're interested I could finish it up, just tell me which one you want ? stock model or 3DE upgraded model ?
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Hello people, hope things are going ok for you all!!....
It's update time once again folks. For the past couple of weeks I've been busy working on the three main Cardassian Bases that will appear in STBCR. The first is quite obvious the Terok Nor (DS9) type Starbase, A slightly smaller Cardie Station and finally a small Cardie Outpost that is about the same size as a standard Federation Outpost.
All have been remapped and re-textured from the original stock models.... Yes I said STOCK MODELS. There will be in-game shots coming over the weekend.
Hope you all like, lemme know what you think!! :wink:
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wow - they look amazing, dude!! :D
*cookie*
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Excellent job Glenn!
And with the stock models no less.
Cookie for you dude.
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As Promised here are a few in-game shots of DS9. :)
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Holy crap! They're good. Have you done a rextexture of the Akira yet?
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No I haven't retextured any ships yet. that's gonna be coming once I've got all the core models added and properly balanced in the game, which will be finished soon hopefully!! :wink:
Here are a few more screenies this time from the Cardassian Space Station and Outpost.
C&C always appreciated, hope you all like!!. 8)
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Cardassian stations looks amazingly good :D but I think the medium size Cardassian station looked different and so was outpost tho I still like them, great work ;)
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Wow. Impressive. I think you should donate those models for the Kobayashi Maru Remastered and the DS9FX-Xtended project.
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I think you should donate those models for the Kobayashi Maru Remastered
Indeed. They're looking good! I'll have a chat with Chrono...
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I think you should donate those models for the ... DS9FX-Xtended project.
Well, I would be honored but I would have to decline. I don't mean to sound ungrateful (should Glenn ask)...but an explaination will in another thread, in due time.
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those are pretty sweet glenn. obviously the designs for the smaller to stations were different, but youve done them justice. and since they were both bashes anyway, a little creativity never hurt
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Thanks for all the comments lol. :D
Well, I would be honored but I would have to decline. I don't mean to sound ungrateful (should Glenn ask)...but an explaination will be in another thread, in due time.
Thanks cordanilus, but I'm sure you've probably got some fantastic new DS9 mesh somewhere lol!!
I decided to experiment a little with the Cardie outposts, Mainly because I was never quite satisfied with those that appeared in the original game. So I bashed the original DS9 mesh and came up with a couple of new stations that look as good as anything seen in the stock game. I'm now busy modding and balancing each of the stations Hp's, It will not be an easy task defeating any of these bases with a single Federation ship lol. :lol:
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Nice work on the station their Glenn, I'm planning on doing my own DS9 sometime in the new year, you have certainly brought the standard much much higher!! Great job.
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Was this ever finished or is anything like this available?
I desperately want to play the single player but I want to play it with the best graphics possible. It seems very difficult to mod the singleplayer without screwing it up...
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1. Asking for updates isn't good form.
2. Try this: http://bridgecommander.filefront.com/file/BC_Supermod_3;89270 http://bridgecommander.filefront.com/file/BC_Super_Mod_V30;90083
3. And if you don't mind waiting we've got another big mod in the works.
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1. Asking for updates isn't good form.
I understand. Sorry... and sorry for the necro bump. I just thought it was odd how it seemed like there was a lot of excitement for this mod and it seemed to becoming together very well, and the creator seemed to just vanish. It looked so cool. Oh well :(
2. Try this: http://bridgecommander.filefront.com/file/BC_Supermod_3;89270 http://bridgecommander.filefront.com/file/BC_Super_Mod_V30;90083
3. And if you don't mind waiting we've got another big mod in the works.
Thanks very much. I had read that supermod was extremely unbalanced so I was hoping there was another option, but I will give it a try.
What's the new big mod called? I would like to go read about it if possible.
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http://bc-central.net/forums/index.php/topic,8349.0.html
We have our own hidden development area that is not connected to that thread.