Bridge Commander Central

BC Forums => BC Modding => Topic started by: Nx-809 on January 09, 2010, 12:57:47 PM

Title: Star Trek -D_A_C- Ship Update
Post by: Nx-809 on January 09, 2010, 12:57:47 PM
Im here again :D After Enterprise series sound pack now present the Star Trek 2009 sfx
and new blinking light texture for nano fx.
This package content:

-ent bridge noise
-ent torp sfx
-ent phaser sfx  2 version(1-improvement,2 from web experience enterprise)
-kelvin phaser   (start only)
-kelvin bridge noise
 warp in and out are to fix time for work with nano fx
 and new blinking light like star trek 2009! I post a pic :P
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: FarShot on January 09, 2010, 01:02:05 PM
Nice, looks pretty canon.
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: WileyCoyote on January 09, 2010, 01:43:56 PM
Now can you do that with my Trek XI Enterprise v2? They do look nice.
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Nx-809 on January 09, 2010, 02:23:40 PM
Now can you do that with my Trek XI Enterprise v2? They do look nice.
yes! when I post new texture for the lights on bcfile. You can too.
But changing these textures with the original change for all other ships that use the Nfx blinking light!
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Kirk on January 09, 2010, 04:29:49 PM
Ah! You beat me to it! I had the exact same idea.
+krama
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Shadowknight1 on January 10, 2010, 10:46:59 AM
Now can you do that with my Trek XI Enterprise v2? They do look nice.
yes! when I post new texture for the lights on bcfile. You can too.
But changing these textures with the original change for all other ships that use the Nfx blinking light!

Why's that?  Can't you define it as a new blinker texture and then use that texture in the hardpoint?  I mean, don't get me wrong, they look nice and all, but I don't want all of my ships to have lens flares. :P
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Bones on January 11, 2010, 02:56:18 AM
I like it :) will download it for sure ;)
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Nx-809 on January 11, 2010, 07:19:23 AM
Now can you do that with my Trek XI Enterprise v2? They do look nice.
yes! when I post new texture for the lights on bcfile. You can too.
But changing these textures with the original change for all other ships that use the Nfx blinking light!

Why's that?  Can't you define it as a new blinker texture and then use that texture in the hardpoint?  I mean, don't get me wrong, they look nice and all, but I don't want all of my ships to have lens flares. :P

Unfortunately no! because when you add the blinking light in MPE the string ends with blank.tga not blinking.tga.Should create a new script in nano fx!
The lens flare effect is when you set up a 13-15 the radiosity!With other ships seen so in pict 1-2.In the third picture you see another kind of blinking light much softer :P
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: JamesTiberiusKirk on January 11, 2010, 03:28:39 PM
i always thought of that. very nice, now i wont have to do it  :funny

ever thought of editing the effects for the muzzle flash of pulse and torpedo launchers??
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Nx-809 on January 11, 2010, 07:55:59 PM
i always thought of that. very nice, now i wont have to do it  :funny

ever thought of editing the effects for the muzzle flash of pulse and torpedo launchers??

Yes, but I did not like so I trashed the project  :roll

A small update for sound effects: narada torpedo sfx
I put a preview of this sound...what do you think??
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Kirk on January 11, 2010, 10:25:11 PM
You actually should be able to make it not overwrite. Copy the "Blinker" folder in scripts\Custom\NanoFXv2\SpecialFX\Gfx\ and rename it "STXI", or some such and overwrite the proper texture in there. Then point MPE to that folder instead of "Blinker"
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Nx-809 on January 12, 2010, 08:47:20 AM
You actually should be able to make it not overwrite. Copy the "Blinker" folder in scripts\Custom\NanoFXv2\SpecialFX\Gfx\ and rename it "STXI", or some such and overwrite the proper texture in there. Then point MPE to that folder instead of "Blinker"

I tried but the result does not change...even if you change the folder, the texture are always the same folder blinkin. It's a problem of script "BlinkerFX.py".
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Kirk on January 12, 2010, 03:01:28 PM
Dang, guess that's what happens with betas.
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: JamesTiberiusKirk on January 12, 2010, 06:36:43 PM
I bet someone like frontier can get around it. maybe you could ask him at the bcs-tng forum?
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Nx-809 on January 12, 2010, 06:54:22 PM
I bet someone like frontier can get around it. maybe you could ask him at the bcs-tng forum?
mmmm :roll ... ok! aside for now but this will be one of the next projects!
Currently I am working for STXI sfx
Someone tell me his impressions on narada torp that I posted?
The Comments are very helpful to me! :P
Title: Re: Star Trek 09 Sfx and Blinking light
Post by: Bones on January 13, 2010, 01:34:13 AM
that Narada torpedo sound is awesome dude !
Title: Re: Star Trek XI Sfx Pack redy for beta
Post by: Nx-809 on January 13, 2010, 09:30:29 AM
Someone wants to propose to test the beta version of SoundPack??
contact me on PM ;)!
Title: Re: Star Trek XI sfx Coming soon
Post by: Nx-809 on January 19, 2010, 09:37:25 AM
This is a preview before i post on BCF


Credits video:Thanks WC for kelvin from kelvinfleet and jjprise v.1 & 2
Title: Re: Star Trek XI sfx Coming soon
Post by: bankruptstudios on January 19, 2010, 10:02:05 AM
Dude, this rocks. Cnat wate for this. Cookie
Title: Re: Star Trek XI sfx Coming soon
Post by: Shino Tenshi on January 19, 2010, 11:10:49 AM
Love that "drop out of warp" sound =D
Title: Re: Star Trek XI sfx Coming soon
Post by: Shadowknight1 on January 19, 2010, 12:36:57 PM
Question!  What bridge are the sounds for?
Title: Re: Star Trek XI sfx Coming soon
Post by: JimmyB76 on January 19, 2010, 01:51:46 PM
in case anyone wants to have them for a bridge that they have already in their install?  or maybe for a retextured bridge that might have been done or may be done someday?
Title: Re: Star Trek XI sfx Coming soon
Post by: Nx-809 on January 19, 2010, 01:59:43 PM
Question!  What bridge are the sounds for?

In the Pack there are 2 bridge sound: kelvin bridge and ent bridge!
Currently there is no kelvin or jjenterprise bridge model!
To use these sounds will change with the existing ones for now!
Title: Re: Star Trek XI sfx Coming soon
Post by: Dalek on January 19, 2010, 02:01:49 PM
Question!  What bridge are the sounds for?

In the Pack there are 2 bridge sound: kelvin bridge and ent bridge!
Currently there is no kelvin or jjenterprise bridge model!
To use these sounds will change with the existing ones for now!

If thats the case, then you might want to put the bridge sfx into a different folder in case people don't want the normal sounds overwritten. :)
Title: Re: Star Trek XI sfx Coming soon
Post by: Nx-809 on January 19, 2010, 02:21:01 PM
I put the sounds grouped by categories and names that no overwrite the folder sfx! will be those who will download to change at will the sounds
Title: Re: Star Trek XI sfx Coming soon
Post by: Shadowknight1 on January 19, 2010, 06:32:46 PM
Okay, that's what I was wanting to know, thanks! :D
Title: Re: Star Trek XI sfx Coming soon
Post by: 086gf on January 20, 2010, 12:51:16 PM
Why didn't you use the warp exit from the Titan sequence? That would be the one to use especially with the powerdown sound aswell(no THAT would be epic) with no other sounds in the way either.
Title: Re: Star Trek XI sfx Coming soon
Post by: Bones on January 20, 2010, 01:14:33 PM
Star Trek DAC has very clear warp effects sounds (those in main menu)
Title: Re: Star Trek XI sfx Coming soon
Post by: Nx-809 on January 21, 2010, 08:30:44 AM
Why didn't you use the warp exit from the Titan sequence? That would be the one to use especially with the powerdown sound aswell(no THAT would be epic) with no other sounds in the way either.

What is the Titan Sequence?
Anyway I downloaded the demo of Star Trek D_A_C
The exit warp sound is a mixed between warp in and out!
Title: Re: Star Trek XI sfx Coming soon
Post by: 086gf on January 21, 2010, 12:24:59 PM
When the Enterprise warps into the upper atmosphere of Titan.
Title: Re: Star Trek XI sfx Coming soon
Post by: Lord Tribble on January 21, 2010, 12:34:18 PM
you could get sounds from the starship simulator on the blu-ray
Title: Re: Star Trek XI sfx Coming soon
Post by: Shadowknight1 on January 21, 2010, 12:38:24 PM
His sounds are right except the phaser, but it's hard to get a good phaser sound since both the starship simulator and the Experience the Enterprise site use the torpedo sound for the phasers. :P  But the phaser sound you do have is awesome!
Title: Re: Star Trek XI sfx Coming soon
Post by: Nx-809 on January 21, 2010, 02:26:57 PM
you could get sounds from the starship simulator on the blu-ray
yes! I think that to get a good sound of the phaser is that the blue-ray starship simulator! Unfortunately I don't have blue-ray player and blue-ray disc!
I only have the 2 dvd special edition
If someone has it and is able to record it I can put it in the pack!! ;)
Title: Re: Star Trek XI sfx Coming soon
Post by: Shadowknight1 on January 22, 2010, 12:54:46 AM
you could get sounds from the starship simulator on the blu-ray
yes! I think that to get a good sound of the phaser is that the blue-ray starship simulator! Unfortunately I don't have blue-ray player and blue-ray disc!
I only have the 2 dvd special edition
If someone has it and is able to record it I can put it in the pack!! ;)

No.  Keep the sound you currently have.  The sound that the starship simulator uses is the torpedo sound.  Stick with what you have.  :D
Title: Re: Star Trek XI sfx Coming soon and Dac ship beginning
Post by: Nx-809 on February 01, 2010, 02:30:09 PM
Waiting to finish the SoundPack!I took a break from sound editor and started the ST D_A_C ship
Federation and Romulan!
the model not have the texture...I tried but I'm not good with textures :D

Would any of you are interested for texturing? :roll
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Johnnymuffintop on February 01, 2010, 03:46:39 PM
SWEET! Been wondering when the DAC ships would be brought in.
I'm sure you've already noticed, but the nacelles on the DAC Enterprise are a little too far apart. Might need a little tweaking to make it perfect

Also, if  you want a "drop out of warp sound" that is without anyone yelling, I'd suggest going for the one when they enter Titan's atmosphere. Starting at roughtly 1:37:04 to about 1:37:08
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Nx-809 on February 01, 2010, 04:55:41 PM
SWEET! Been wondering when the DAC ships would be brought in.
I'm sure you've already noticed, but the nacelles on the DAC Enterprise are a little too far apart. Might need a little tweaking to make it perfect

Also, if  you want a "drop out of warp sound" that is without anyone yelling, I'd suggest going for the one when they enter Titan's atmosphere. Starting at roughtly 1:37:04 to about 1:37:08

I have 3 version of "drop out of warp" 1-When the Enterprise arrives at vulcan 2-enterprise exit warp in D_A_C main menu  3-enter Titan's atmosphere :D the Enterprise phaser and kelvin pulse is the problem!
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Shadowknight1 on February 01, 2010, 09:30:51 PM
I really like the Akula style ship and the one with the torpedo pods out at the sides.  As for the Enterprise in this pack, since it's based off of the DAC model, I'd say it's fine...though it wouldn't take much to bring it to movie canon. :D
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Johnnymuffintop on February 02, 2010, 03:36:32 AM
You're Enterprise phasers sounded fine to me in the video. Don't know about the Kelvin ones, I'll see what I can find.
Any chance you may be bringing in the Romulan ships? I mean, I know the kinda look like arse, and don't resemble Romulan designs in the least, but it may be just something nice to blow up. :D :D
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Nx-809 on February 02, 2010, 06:33:30 AM
Romulan?? Sure!
All models are taken from the game itself!
Now I do not know who designed the Romulan ships in the game but the second seems the Xindi insectoid ship and the fourth a star destroyer! :eek
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: JamesTiberiusKirk on February 02, 2010, 06:57:26 AM
strange yes, but they do look good.
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Johnnymuffintop on February 02, 2010, 07:27:31 AM
They were attempting to make them look like they were related to the Narada. Unfortunately, no one got the memo that the Narada wasn't a typical Romulan ship.
Technically you could superimpose the first and second ships (maybe multiple of the first ship) to make a Narada... in theory.
There's a guy on Deviantart who did a GREAT bit of Narada based art, I can see if he can lend a hand with texturing.
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: King Class Scout on February 02, 2010, 07:43:10 AM
number three makes me think of a Minbari!
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Nx-809 on February 05, 2010, 09:01:50 PM
a little update! JJshuttle
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Shadowknight1 on February 05, 2010, 09:09:42 PM
Not bad for the first JJ Shuttle.
Title: Re: Star Trek XI sfx Coming soon and D_A_C ship beginning
Post by: Johnnymuffintop on February 06, 2010, 02:54:54 AM
Not too bad at all.
Seeing as how it's a shuttle, it doesn't need too much detailing in the model itself, the texture can make up for that.
I'm picking up the Art of the Film book tomorrow, so if you need any pics of the sketches for reference, I'll throw them your way.

The one direct nitpick I have with the shuttle so far, the front lights are two "headlights" not a solid bar. And the front window isn't that wide.
Other than that, looking great so far.

Something somewhat useful, the Burger King toy: http://img.trekmovie.com/images/merchandise/bking/Shuttle.jpg
Sure, it may not be as detailed as the movie, but it shows a "cheap" simplified version, which would be useful for making a model.
Title: Re: Star Trek -D_A_C- Ship
Post by: Nx-809 on February 10, 2010, 08:42:42 AM
I'm working to put the blinking light on ships like the constitution in the TCMP!
I put on my test ship and the blink work in bc but don't glow and the same problem with bussard animation :(! anyone help me??
Title: Re: Star Trek -D_A_C- Ship
Post by: Nx-809 on February 11, 2010, 08:37:38 AM
I can not find where error in 3dmax!! In nifskope work, work in bc but not glow!
Why don't glow?? :(
Title: Re: Star Trek -D_A_C- Ship
Post by: Shadowknight1 on February 11, 2010, 06:51:34 PM
Is it the bussard collectors that aren't glowing?
Title: Re: Star Trek -D_A_C- Ship
Post by: Nx-809 on February 11, 2010, 09:04:42 PM
yes and the blinkin!
NX is my test ship but have the same problem with the D_A_C ship!
Title: Re: Star Trek -D_A_C- Ship
Post by: baz1701 on February 12, 2010, 04:30:14 AM

If those are animated bussard you can make them glow using Genty's method

Quote
If you wan't to use my bussards feel free to. The setting up I was refering to is with the mesh itself. In the attached pic it shows how I would do it. It's a cross section of the bussard dome. The red line is the outer dome if the model which has the animated transparent texture applied. The black line is the part which glows, it is hidden inside the model and the reason there is a gap between the 2 is because i've noticed if the transparent layer is too close to the glow layer it can sometimes dissapear ruining the ellect.

He did this for my TOS connie and my up comming jjfleet (which has warp warm up working as well)
Title: Re: Star Trek -D_A_C- Ship
Post by: Nx-809 on February 18, 2010, 01:03:15 PM

If those are animated bussard you can make them glow using Genty's method

Quote
If you wan't to use my bussards feel free to. The setting up I was refering to is with the mesh itself. In the attached pic it shows how I would do it. It's a cross section of the bussard dome. The red line is the outer dome if the model which has the animated transparent texture applied. The black line is the part which glows, it is hidden inside the model and the reason there is a gap between the 2 is because i've noticed if the transparent layer is too close to the glow layer it can sometimes dissapear ruining the ellect.

He did this for my TOS connie and my up comming jjfleet (which has warp warm up working as well)
I used this method! but not glow!

A litle update!!
Title: Re: Star Trek -D_A_C- Ship
Post by: eclipse74569 on February 18, 2010, 08:41:35 PM
To be honest, the secondary hull on the Enterprise is a bit....skinny...might want to thicken it up a bit.  Otherwise, everything looks good :)
Title: Re: Star Trek -D_A_C- Ship
Post by: WileyCoyote on February 19, 2010, 09:01:40 AM
It looks like the nacelles should be moved a bit closer together. Right now, they are spaced more like the TOS Connie.
Title: Re: Star Trek -D_A_C- Ship
Post by: Shadowknight1 on February 19, 2010, 09:54:20 PM
It looks like the nacelles should be moved a bit closer together. Right now, they are spaced more like the TOS Connie.

Well Wiley, unlike you and baz, who are using the actual movie model as the basis for your mods, he is basing his model off of the Enterprise as it appears in D-A-C, which has the wider nacelle spacing.  That's also why the bottom of the secondary hull is a slant rather than a curve.
Title: Re: Star Trek -D_A_C- Ship
Post by: Nx-809 on February 23, 2010, 01:43:08 PM
well, i have some reference to the enterprise for textures, but for other vessels i don't found any reference for texture! For now i use the same texture scheme for enterprise!

Another update!
Title: Re: Star Trek -D_A_C- Ship
Post by: Billz on February 23, 2010, 05:25:03 PM
Unless, that circular object by the secondary hull is some kind of ram scoop, you may need to take a bit of artistic licsensing for the warp engine, as the bussard collector on there seems to be completely blocked off by the saucer section.

Looks cool otherwise though. Have you given any thought to what classes of ship each of them are or what their registery names and numbers will be yet?
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Nx-809 on March 03, 2010, 11:53:55 AM
Here some update
Enterprise and scout class ship render in nanofx ge for testing the glow and specular!
I should add more detail in saucer section!

The other 3 ship bomber,cruiser and akula class are in progress!
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Bones on March 03, 2010, 12:07:54 PM
You need few more glows on saucer reg, it's a nice ship ;)
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Nx-809 on March 03, 2010, 06:22:40 PM
Scout Class seems a spoon with 2 warp nacelle  :funny
Title: Re: Star Trek -D_A_C- Ship -Update
Post by: Nx-809 on March 27, 2010, 12:14:14 PM
I put this project in stand-by because my windows xp is dead with a beautiful blue screen :hithead:!
now i save all data and format!!

But before this blue screen... i put the enterprise , scout class, and akula ingame!
I make 2 plus ship: federation class and my version of excelsior!



Title: Re: Star Trek -D_A_C- Ship Update
Post by: Biggins on March 27, 2010, 08:05:09 PM
I know how you feel? My XP has died too, hope yours gets fixed soon, great work!
Title: Re: Star Trek -D_A_C- Ship Update
Post by: WileyCoyote on March 27, 2010, 08:08:29 PM
I had that problem too. That's why I ALWAYS back up everything on the computer. I back up whenever I do something big. It's a good habit to get into.
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Bones on March 27, 2010, 08:45:18 PM
n ooooooooo don't format it !!!!!!!!!!!!!!! I'm comp technician in local hospital.... you need to replacve your REPAIRS folder in c:/ to get your win working
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Nx-809 on April 09, 2010, 08:37:23 AM
Im return after a fresh windows :bitch: format! Reinstalled BC and put in-game the enterprise,federation,Lafayette(akula),Endeavour(excelsior),intrepid(scout)!
the Hp contains the shutte lunch for jjshuttle!
i post a picture
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Toa_Kaita on April 09, 2010, 03:16:26 PM
Sweet! Well done! Cookied.
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Nx-809 on April 09, 2010, 07:04:56 PM
Sweet! Well done! Cookied.

thank's for cookie! :D
Title: Re: Star Trek -D_A_C- Ship Update
Post by: tiqhud on April 09, 2010, 07:06:48 PM
Im return after a fresh windows :bitch: format! Reinstalled BC and put in-game the enterprise,federation,Lafayette(akula),Endeavour(excelsior),intrepid(scout)!
the Hp contains the shutte lunch for jjshuttle!
i post a picture
So are you gonna do A jjshuttle?
Title: Re: Star Trek -D_A_C- Ship Update
Post by: Shadowknight1 on April 09, 2010, 08:42:09 PM
He did, it's on the previous page.
Title: Re: Star Trek -D_A_C- Ship Update
Post by: tiqhud on April 10, 2010, 07:57:13 AM
He did, it's on the previous page.
just noticed, thanks for Headds-up
looks good, might could do with a touch more detail, not bad tho, for us that have ancient graphics