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BC Forums => BC Modding => Topic started by: Dalek on November 19, 2008, 04:22:06 PM

Title: Baz1701's Trek XI Enterprise - The Dalek is standing down
Post by: Dalek on November 19, 2008, 04:22:06 PM
Right, I've begun designing my phaser idea and I just want recommendations, any supporting ideas and that kind of stuff. The phaser wont be that thick but its just to make the details more obvious. And it may not be to that exact design idea since nothing is perfect.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Captain_April on November 19, 2008, 05:54:22 PM
looks good to me.

cookie for your efforts, Dalek
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 20, 2008, 04:17:38 AM
Do you want the phaser emiters moved? Your beam is higher than the emitter. I can move them if you like?
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 20, 2008, 12:15:28 PM
Well the ship is done. I'm turning this thread over to Dalekanium2 to keep us up dated as he finishes her off for you guys to get her shot up in the game.

I'm giving him a free hand to change what ever he wants as it is his project now.

Can't wait to take her out and give it a try when he is done.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 20, 2008, 12:21:24 PM
That's an old pic baz, I'll have a better look at the more recent pics. The whole idea is to show off the phasers themselves, not where they are.

Now, you know the Ori ships? In BC, they fire one "pulse" of energy at the enemy target. I want to do a similar thing except make it 2 or 3 "pulses" of phaser fire.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Captain_April on November 20, 2008, 04:46:26 PM
well, you could make a disruptor projectile and make it fire as a phaser, or you could make a phaser texture that looks somewhat like the TMP phasers, but with a large space below the actual pulse, kinda like this:
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 20, 2008, 05:04:51 PM
Na, thats not it. I've done it with MPE while messing around with ZZ's Planet Killer. I created this slow moving pulse but I can only remeber the specs for a huge powerful blast, not a small phaser like pulse movement.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Captain_April on November 20, 2008, 07:49:56 PM
well, start off with the huge product, then scale everything down by a factor of 10.  and if its too big, scale it down by a factor of 10 again and again until its the right size.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: tiqhud on November 21, 2008, 08:31:46 AM
Na, thats not it. I've done it with MPE while messing around with ZZ's Planet Killer. I created this slow moving pulse but I can only remeber the specs for a huge powerful blast, not a small phaser like pulse movement.
Well Download , the planet read the scripts, it may jog your memory, as to how it's done.
Title: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 12:17:00 PM
What I did with the planet kill er was copy over the Ori ships specs.

I'll do what Cappin April said, and start a new thread for since people will look at this and might think that nothings going on. Even though there is :D.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: JimmyB76 on November 21, 2008, 01:17:32 PM
*thread split and renamed*
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 01:35:55 PM
Thankyou very much Jimmy.

Right, back ontopic: Ive copied over the Ori ship scripts and testing has begun.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: JimmyB76 on November 21, 2008, 01:41:54 PM
make sure you get permission from Dave, if those are his Ori ships...
unless, of course, if you mean youre using his phaser values as a template for yours... 
either way, it would be best to be safe, and let him know just the same (assuming it is from the SG Ship Pack)...
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 01:45:57 PM
Yeah, just a template. Nothing's perfect since I want 3 pulsey things instead of 1. There will be other things that need changing just in case to keep a uniqueness about it. :D
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 21, 2008, 04:26:29 PM
ok guys need some help I keep screwing up the convertion from MAX to nif format. I have converted all the textures to tga and resized to suit but when I export to 3ds the textures vanish and it screws the mesh too. tried to convert it in obj again no textures. can anyone help or convert for us?

I'm uploading a zip file to file front with this version in it with the tga's
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 04:45:59 PM
Kirk says make the tga's file names shorter, to something like JJHull1, JJSpec1, JJGrill, JJDelfector. Do you get the idea?
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Kirk on November 21, 2008, 04:52:07 PM
Smaller than that.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 05:12:22 PM
OK, then smaller
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: WileyCoyote on November 21, 2008, 05:20:41 PM
Are the textures proportional like 256, 512, 1024, 2048 pixels?
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 21, 2008, 05:24:25 PM
Are the textures proportional like 256, 512, 1024, 2048 pixels?

I should have thought of that. Thanks WIley.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 22, 2008, 10:57:07 AM
the textures are all re named 1.tga to 9a.tga

as for the pixels not sure what that is? they are all uv unwraped could that be part of the problem?
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Jb06 on November 22, 2008, 11:19:54 AM
If u want someone add me on msn either baz or dalek & send th necessary files, ill sort it out. Ill be on msn in about an hr.

~Jb06
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: limey BSc. on November 22, 2008, 11:32:48 AM
The length of the texture name doesn't matter. The Equinox is working ingame and has long texture names. One is secondaryhull_glow.tga! If they're not showing up ingame, its likely that the dimentions aren't a power of 2 (eg 512, 1024, 2048)
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 22, 2008, 12:27:03 PM
JB I've added you to MSN give me a buzz when your online
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 22, 2008, 02:58:40 PM
Righteyo, need some scripting help.

I've made scripts for the phaser sounds. This is what they're like:

Code: [Select]
##### Created by:
##### Bridge Commander Ship Menu Creator v5.6


import App
import Foundation


Foundation.SoundDef('sfx\Weapons\JJ_Phaser_A.wav', 'JJPhaser Start', 1)
Foundation.SoundDef('sfx\Weapons\JJ_Phaser_B.wav', 'JJPhaser Loop', 1)

So everything should be working. The sfx files are in the weapons folder yet when I go to MPE to type the sound file in, no sound comes out in BC. Help?
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Captain_April on November 22, 2008, 05:39:30 PM
two things: be sure you created it with BCSMC, if you modified it by hand, it tends to be picky,
also, what are you typing in for the sound in MPE? is it JJPhaser Start or JJPhaser Loop?  if so, thats the cause.  for phasers, you type the root name without the Start or Loop.  you type just the name, so it would be JJPhaser.
those are the only causes I can think of At the moment.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Kirk on November 22, 2008, 10:12:59 PM
The length of the texture name doesn't matter.
It does if you export to 3ds first. ;) (Baz was.)
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: limey BSc. on November 23, 2008, 06:03:33 AM
True, but you can always just reassign them in Max 3. That's what I do. I prefer my textures (and group) names to be descriptive :P
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 23, 2008, 06:14:43 AM
two things: be sure you created it with BCSMC, if you modified it by hand, it tends to be picky,
also, what are you typing in for the sound in MPE? is it JJPhaser Start or JJPhaser Loop?  if so, thats the cause.  for phasers, you type the root name without the Start or Loop.  you type just the name, so it would be JJPhaser.
those are the only causes I can think of At the moment.

Yeah, I do type in JJPhaser and I did make it with BCSMC. I just can't figure out why it's not working.
Title: Re: Baz1701's Trek XI Enterprise - Sound Scripting help needed
Post by: Dalek on November 23, 2008, 07:31:28 AM
OK, new problem.

My MSN is screwing around with me and I need help from most of my contacts since they know what to do to help. Particularly since I tried opening the model (which I managed to sort out direction wise; it was pointing downwards) in MPE and it asked me for a model script (does this all the time, part of MPE) but I couldn't even see the blinking model. Help? Advice?
Title: Re: Baz1701's Trek XI Enterprise - Sound Scripting help needed
Post by: Kirk on November 23, 2008, 07:37:22 AM
How did you fix the model orientation?
Title: Re: Baz1701's Trek XI Enterprise - Sound Scripting help needed
Post by: Dalek on November 23, 2008, 07:39:33 AM
Nifskope, selected each piece of model and rotated it 90 degrees.
Title: Re: Baz1701's Trek XI Enterprise - Sound Scripting help needed
Post by: Kirk on November 23, 2008, 07:05:31 PM
Send me nif, and/or catch me on WLM.
Title: Re: Baz1701's Trek XI Enterprise - Sound Scripting help needed
Post by: Dalek on November 25, 2008, 02:28:39 PM
Update:

I've managed to get the sounds working! With a bit of prodding and pointing from kirk, I discovered that the sound files needed to be mono, and with that, voila!
Title: Re: Baz1701's Trek XI Enterprise - Torpedo Guidance
Post by: Dalek on November 25, 2008, 03:27:34 PM
New update:

I'm making custom torpedoes (until someone comes up with a pic of the actual torps from the film). Of course, the texture bit is easy, but I'm sure you can make the core rotate or do something. Pushing and prodding please? :P
Title: Re: Baz1701's Trek XI Enterprise - Torpedo Guidance
Post by: JimmyB76 on November 25, 2008, 03:38:44 PM
http://bc-central.net/forums/index.php/topic,39.0.html
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 26, 2008, 08:38:06 AM
Well, thats the torp scripting sorted. Now just to make the actual textures.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 28, 2008, 01:29:44 PM
Notice to baz: I cannot hp the model unless the model is properly ported, all the textures reassigned, the warp engines sorted out and some sort of textures for the impulse engines. The model is virtually half done and I would feel a lot happier if its creator ironed out all the problems and was fully prepared to be hp'ed. Even the combined powers of a Dalek and Kirk cannot get the job done.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: baz1701 on November 28, 2008, 05:59:20 PM
Well it appears the personal messages have now gone public! Since I'm being attacked I feel I must answer these points.
I cannot hp the model unless the model is properly ported

I have said whilst I was still making the model that I would only be handing over the MAX file as it was for the scripter to convert for the game because I have never done the conversation to a NIF file and was unsure how to do this. As the project was accepted I assumed this was accepted by Dalek when he accepted the project. And though I have tried to do it 3 times for you I have not being successful with any of them. Either the textures are screwed or the mesh get screwed.

all the textures reassigned

The first thing you asked for was permission to change / tweak the textures, I told you could do what ever you want. The next day I being asked to rename, resize and reformat the current textures. I reformatted and renamed them assigning them to the ship, and since you want to change alter some I guessed that would adding impulse textures (I assumed they were a glow effect).

the warp engines sorted out . The model is virtually half done.

The model is how I wanted it, again YOU were give free rein to alter it as you wished.

I would feel a lot happier if its creator ironed out all the problems and was fully prepared to be hp'ed. Even the combined powers of a Dalek and Kirk cannot get the job done.

I've never created a model to be used outside MAX, never claimed to know what I'm doing to have it work in this game. When I asked if anyone wanted to convert the  model for use in the game I assumed that the person would sort out any problems rather than keep telling my this is wrong or that is wrong, and ask me to sort them out.

Also as I pointed out I was handing it over lock, stock because as I just said I don't know how to take it further, and was finished as far as this project was concerned, taking a backseat with original model credit only.

If the model was that bad you had too choices, 1st to sort it out yourself which I say again I'm done with "so do with as you will". Or 2nd say it is to cr$p to convert and leave it at that, truly I would understand because it was my first model put forward and bound to have problems.

In conclusion when I handed it over I expected feedback but not request for this and that. I have helped all I can, but now because I won't add something he wants to the warp engines I say (in a private message) that sorry gone as far as I can and reminded him it was up to him if he wanted to added to it and I get this public attack.

At the end of the day if you don't like what I handed over, and don't like it when I say I'm not going to change any thing just leave the project don't lower yourself to bitch about me to the forum to try and shame me into doing something I made clear I would not be doing in the first place.

Either drop the project or fix the problems and finish it. It is up to you as this is YOUR project the minute I handed it over.

Sorry to everyone else who had to witness this but I will not have mud thrown at me. Peace and long live.
Title: Re: Baz1701's Trek XI Enterprise - Hardpointing WIP
Post by: Dalek on November 29, 2008, 08:07:25 AM
With respect baz, I was not attacking you. If anything, you are now attacking me and I feel offended and embarrassed that you have attacked me in this manner. Trying to shame you? That is a load shit and crap and I'd rather put myself in a little box with no holes in before "shaming" anyone. If anything, you've just shamed your self for believeing that others have no respect for you!

I have (or should it be "had"?) the utmost respect for you with your bridge modelling skills and I was expecting something suitable for hardpointing since by now I assumed that

You said yourself that you only wanted credit for the model and I assumed that the whole porting/finishing off bit would be part of the model. Porting is not scripting or hardpointing in any shape or form. Making brand new textures are part of the modelling process.

If you are unsure how to convert something using plugins etc., don't let someone else do it for you. Learn. Just ask "how". The BCC community are a helpful bunch of people so don't be afraid to ask. I've done it so many times with the Arcadia that my readme was begeinning to overflow

And I only asked about the warp engines to be sorted out mainly because the bussard collectors weren't there on the warp engine while I have seen pics of the bussard collectors in the first place.

So before this gets more out of hand, I respectfully stand down from hardpointing this model before I get anymore angry at baz.

And the moral of this story is: DO NOT ASSUME. One of the fatal flaws in humans.
Title: Re: Baz1701's Trek XI Enterprise - The Dalek is standing down
Post by: JimmyB76 on November 29, 2008, 08:47:34 AM
wow guys...

ok i guess this thread can be locked down then...