Bridge Commander Central

BC Forums => BC Modding => Topic started by: STxB52002 on February 03, 2011, 11:34:44 PM

Title: Game engine and B5 rotating sections
Post by: STxB52002 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.
Title: Re: Game engine and B5 rotating sections
Post by: King Class Scout 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.
Title: Re: Game engine and B5 rotating sections
Post by: limey BSc. 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.
Title: Re: Game engine and B5 rotating sections
Post by: King Class Scout 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.
Title: Re: Game engine and B5 rotating sections
Post by: Nebula on February 04, 2011, 02:59:14 PM
TL;DR?
also limey is right
Title: Re: Game engine and B5 rotating sections
Post by: Bren 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...
Title: Re: Game engine and B5 rotating sections
Post by: King Class Scout 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.
Title: Re: Game engine and B5 rotating sections
Post by: STxB52002 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:
Title: Re: Game engine and B5 rotating sections
Post by: Defiant 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.
Title: Re: Game engine and B5 rotating sections
Post by: STxB52002 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?
Title: Re: Game engine and B5 rotating sections
Post by: JimmyB76 on February 09, 2011, 12:03:08 PM
he created KM lol
not to mention things like QBAutostart and dozens of scripts for that... 
Title: Re: Game engine and B5 rotating sections
Post by: STxB52002 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.
Title: Re: Game engine and B5 rotating sections
Post by: STxB52002 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?
Title: Re: Game engine and B5 rotating sections
Post by: Defiant on February 18, 2011, 02:22:35 AM
It should be part of Foundation Tech.