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RIS Cerbervs bridge WIP
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Lord_MalaK

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Post Posted: 04-13-2006 12:00 AM Post subject: RIS Cerbervs bridge WIP

yea, yea, I know- someone hijacked my ships' name already but I'll rename it before I release it. Anyhow (because of someone's laughter recently at my lack of skills) I thought I'd post a couple of pics of 3 days work, and a bunch of answered questions (tnx legacy/Mleo) to silence those critics:




I know it isn't 'canon', but if I was actually building a starship this layout 'feels' comfortable. The captain should have an unobstructed view of the action with his tactical officer, and helmsman at his sides, and the engineer and science officers close but out of the way (in the corners). I could care less where the XO is (useless officer anyway). If you wanna help, comment, rip, whatever- I'm listening. Oh, It'll be Romulan, to go with the ship below (3 month old Milkshape pic).


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Post Posted: 04-13-2006 01:18 AM Post subject:

hmmm well its a good kitbash of the Bop bridge, however everthing about it screams Klingon... Maybe change the chairs a little... Edit the consoles near the captains chair, they are tooo klingon for a romulan bridge and change the door wall... The shape is all wrong for romulans... but a good start non the less...


Keep at it... if u need any help... gimme a shout on msn..

Seanabooth@hotmail.com


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Post Posted: 04-13-2006 10:52 AM Post subject:

wow, nice progress on your modelling skills.


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Post Posted: 04-13-2006 12:01 PM Post subject:

I agree with Sean, bashing the bop bridge for a romulan may be a wrong start.. but nothing that some redressing and painting cannot fix.


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Post Posted: 04-13-2006 01:06 PM Post subject:

I like it we can use another rommie bridge,,, but the chairs do look a-bit klinogon though ,,, Great so far


Might want to review the TNG episode Contagany,,, where the Enterprise goes to ICONIA


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Post Posted: 04-13-2006 01:35 PM Post subject:

tiqhud wrote:
Might want to review the TNG episode Contagany,,, where the Enterprise goes to ICONIA


Did you mean "Contagion"?...

I would look at ST:TNG 6x14 "Face of the Enemy" as well.

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Post Posted: 04-13-2006 02:30 PM Post subject:

yup, I just moved some stuff around, made the floor and viewscreen bigger, and added a couple of walls (half hour), but as I've not gotten permission to bash it yet I'm just practicing (I hate those consoles too !!!) Still got alot of reading to do yet but the import from Max 7 to 3 worked perfectly, so I'll do the work in 7 and see where it goes. The plan was to lift some of the grafix from the rommie intrepid bridge (I HATE texturing), but as I've learned more in the last 3 days by asking seemingly dumb questions than I have reading I wanted to post a couple pics and a thank you note to the 'masters'.

I still have a looooong way to go and I'll keep ya's posted on my progress.


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Post Posted: 04-13-2006 03:41 PM Post subject:



Feel free to use anything you want from my Retexture pack... the romulan ones maybe ok....

http://bridgecommander.filefront.com/file/CTU_MoD_Bridge_Retexture_Pack;44179

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Post Posted: 04-13-2006 03:56 PM Post subject:

cool, thanks.

Only because I don't have a creative bone in my body.


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Post Posted: 04-14-2006 08:26 PM Post subject:

I goofed something:
I edited the chairs and consoles, added a couple of walls and was starting to texture when I noticed- the whole scene is off the x axis 270 degrees. Is there a way to quickly rotate the entire scene or better yet the entire world coordinate system to get everything facing the right direction ?? It would be too weird to have the bridge basically flying sideways thru space in relation to the rest of the ship... or do I need to reindex each element?


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Post Posted: 04-14-2006 09:59 PM Post subject:

Confused select all and rotate?


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Post Posted: 04-14-2006 09:59 PM Post subject:

Select everything, group it, rotate it, ungroup it.


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Post Posted: 04-15-2006 02:34 AM Post subject:

I tried that before I posted and it didn't work. Theres alot of new items I created that have their own axis' and when I rotated 'the set' those items rotated on their own axis's, it really messed things up. I actually did rotate the entire set and then parted the thing out and rebuilt it on the proper axis so when I look thru the rear door (in the rear viewport) I'm actually looking at the back of the captains chair like I'm supposed to do. It's actually better this time around.

I't got me wondering -since there's no windows in BC is proper axis alignment really that important ?? Heh, after I'm done all these posts are going into my 'cheat sheet' which I'll prolly post so others can learn from my mistakes.

I just wanted to know how to fix this so when it happens again I won't have to rebuild from scratch. Thanks for the reply.


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Post Posted: 04-15-2006 10:01 AM Post subject:

You can align it yourself in the bridge script if you need to.


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Post Posted: 04-15-2006 11:54 AM Post subject:

you need to mess around with the pivots then, must be a setting to temporarily disable the pivots


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Post Posted: 04-16-2006 04:00 PM Post subject:

Happy easter everyone.

Glitch of the day:

The modify stack button is missing in Max 7- in Max 3 I can modify the order of the items in the stack, but in 7 I can't figure out how to manipulate the order (I only have reference materials for Max 3). Is it automatic in 7 ?

Also, unlike the ease of Milkshape's ability to apply a texture to an individual face, Max 7 wants to apply a texture to an entire object- is there an easier way aside from creating a bunch of new objects or do I need to download another script for that purpose ?


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Post Posted: 04-16-2006 04:10 PM Post subject:

Press M for the material editor, create a bitmap material, apply the texture.

Then select the polygon's you want to apply the texture to, then go back to the material editor still having the polygon's selected, press apply (I think second from the left icon, just below the material sphere's).

Atleast, that's what I remember...


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Post Posted: 04-16-2006 04:21 PM Post subject:

Hmm, seems to only work with some textures. I'll have to look a bit deeper. Maybe the bmp is too big, or something with my wrap.

>>EDIT<< Dern stray vertices: leftovers from deleted items made my life *heck* for 8 hours but I got it fixxed. I actually subdivided my walls (faces) into smaller objects so I could texture them individually. Gonna make life easier when I aninimate them I hope.

It's coming along pretty good,just gotta hunt down some panels, and figure out how that romulan Intrepid bridge ceiling was done (ABSOLUTELY STUNNING IMHO)

Note to self: NEVER select anything that says 'fetch'- lost the entire scene again (I'm getting good at starting from scratch, 3 times in 3 days).


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Post Posted: 04-17-2006 12:05 PM Post subject:

from the Pic it is going to be a big bridge


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Post Posted: 04-17-2006 03:13 PM Post subject:

The floor plan comes out to 40 X 40 feet, but the actual working spaces is closer to 28 X 35 feet. I'm gonna build a 'pit' for the helmsman, delete the second console, and move the XO to my side. Am also gonna add some rails to keep people upright during battle- all of which will make the working space a bit smaller.

Which reminds me: of the 'walkaround' mod, can the captain actually walk off the bridge if he walks thru an open door ??


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Post Posted: 04-17-2006 03:30 PM Post subject:

well in immersion (the sucessor to walkfx) the doors are animated and open for the player as he/she walks infront of them. if you then go into the turbolift you get a menu with the other rooms on your ship you can goto.

but yea the player can walk off the bridge. an important note for making future bridge meshes is that the poloys that make up the floor should NOT have anything below them.


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Post Posted: 04-17-2006 05:30 PM Post subject:

lost_jedi wrote:
well in immersion (the sucessor to walkfx) the doors are animated and open for the player as he/she walks infront of them. if you then go into the turbolift you get a menu with the other rooms on your ship you can goto.

but yea the player can walk off the bridge. an important note for making future bridge meshes is that the poloys that make up the floor should NOT have anything below them.


Hmm, a 'lounge' is doable, but no room for a turbo lift on this bridge (maybe the next one), but as the floor goes- that could be a sticky mess (maybe a staircase going to the turbo-lift below the main deck level)


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Post Posted: 04-17-2006 06:49 PM Post subject:

Lord_MalaK wrote:
lost_jedi wrote:
well in immersion (the sucessor to walkfx) the doors are animated and open for the player as he/she walks infront of them. if you then go into the turbolift you get a menu with the other rooms on your ship you can goto.

but yea the player can walk off the bridge. an important note for making future bridge meshes is that the poloys that make up the floor should NOT have anything below them.


Hmm, a 'lounge' is doable, but no room for a turbo lift on this bridge (maybe the next one), but as the floor goes- that could be a sticky mess (maybe a staircase going to the turbo-lift below the main deck level)


it doesn't have to be a turbolift, an immersion trigger can be placed anywhere in a map really easily. if i were you, and you really want to make a another room to go into you would be best off creating it with two models. i'll help you with the scripting to get it working if you like. just keep the two seperate, they can be "joined" ingame.

about the floor, post up some basic schematics of what you have planned and i'll explain if it will be compatible with walkfx/immersion or not. tis quite a complex issue but i am working on it, i'll at some point write some documention on how it works and how ppl can make sure their bridges are comptaible with it.


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Post Posted: 04-17-2006 07:17 PM Post subject:



i swear ive seen that somewhere before... oh yeah!



finally we have a doom bridge Laughing


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Post Posted: 04-17-2006 07:36 PM Post subject:

lost_jedi wrote:
Lord_MalaK wrote:
lost_jedi wrote:
well in immersion (the sucessor to walkfx) the doors are animated and open for the player as he/she walks infront of them. if you then go into the turbolift you get a menu with the other rooms on your ship you can goto.

but yea the player can walk off the bridge. an important note for making future bridge meshes is that the poloys that make up the floor should NOT have anything below them.


Hmm, a 'lounge' is doable, but no room for a turbo lift on this bridge (maybe the next one), but as the floor goes- that could be a sticky mess (maybe a staircase going to the turbo-lift below the main deck level)


it doesn't have to be a turbolift, an immersion trigger can be placed anywhere in a map really easily. if i were you, and you really want to make a another room to go into you would be best off creating it with two models. i'll help you with the scripting to get it working if you like. just keep the two seperate, they can be "joined" ingame.

about the floor, post up some basic schematics of what you have planned and i'll explain if it will be compatible with walkfx/immersion or not. tis quite a complex issue but i am working on it, i'll at some point write some documention on how it works and how ppl can make sure their bridges are comptaible with it.


This is a simple drawing of the current layout (changing everyday), but as you can see currently both side passages are oriented as marker B denotes and have NO doors, just passageways that go nowhere. I was gonna reorient them as marker A denotes and make both 'wasted ' spaces into lounges. The pit floor level is below the current deck level so I don't know if immersion can handle it. I could make one of the side passagways a downward sloping walkway to a turbolift BELOW the pit floor level and tuck it away behind either the front or rear panels in the corners, OR if immersion can handle the pit floor area just create 2 forward lounge areas and put a lift in around marker C.

And Mark, this is a WIP, my first attempt (3 days into it) and still learning. I haven't started work on the ceiling yet and I'm using the deck plating as a 'place holder' till I get the ceiling done, or find another texture to use. I hate to use a domed ceiling as I don't want the bridge to take up 2 deck levels on a small ship- it'll be an incredible waste of space.
Razz


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Post Posted: 04-17-2006 08:21 PM Post subject:

that layout looks fine, here is a small work doc explaining how immersion/walkfx will detect the floor in the model. hope it helps. the same is true for wall clipping. if you want them to be tanglible they need to be on the outside of the model.


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Post Posted: 04-18-2006 02:55 AM Post subject:

OK, pit is installed along with the helm panel and seat (gotta rebuild the seats and panels again, install the handrails, and texture them) but here's the pic.
NOW you can tell me you hate it as much as I do.

All this was great practice, but I'm burned out.


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Post Posted: 04-18-2006 03:52 AM Post subject:

It really doesn't look that bad man, really. Could just do with a more detailed ceiling and some texture changes.

Keep it up. Smile

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Post Posted: 04-19-2006 12:47 AM Post subject:

kinda hard to see from those pics...


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Post Posted: 05-08-2006 02:31 AM Post subject:

The model is very nice (I still say it looks more Klingon then Romulan, though) but the textures need a lot of work, tbh.

It all appears a bit random, and the floor texture is tiled too much, leading to the stropic distortion in the "Captains chair" render.

Nice work on the model, though.
Ever think of adding to the cieling?


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Homer Simpson: what, babylon 5, eh? hmmm, Minibari, mmmmmmmm minibar, beeeeeeeeeeeer! p.s. thx 2 JBurrows for hosting the image for me, boomspeed wasnt workin for me Smile
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