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LCARS Damage

 
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CaptainKeyes

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Post Posted: 03-12-2006 03:16 AM Post subject: LCARS Damage

With the Bridge Plugin well underway and the shield-damage corresponding texture (Ent-A Bridge, isn't it? I can't remember where I read it) it occured to me while watching "Year of Hell" how nice it could be to have damaged LCARS. Instead of the texture changing per shield damage, have a bunch of textures on the LCARS panels change (with burn textures, etc) with hull damage.

Sounds reasonable? Opinions?


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RCgothic

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Post Posted: 03-12-2006 03:18 AM Post subject:

you mean like on the MSD?


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Post Posted: 03-12-2006 05:14 AM Post subject:

I think what he means is having scorch marks show up on the LCARS displays as if the console that was displaying them exploded or otherwise overloaded.


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Post Posted: 03-12-2006 01:41 PM Post subject:

perhaps also, like the 'flying crewmen' mod (if it actually worked, I can't remember), maybe you could do something similar with flying LCARS panels - like in Nemesis?

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Post Posted: 03-12-2006 04:26 PM Post subject:

Quote:
you mean like on the MSD?


Exactly.


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Post Posted: 03-13-2006 10:28 AM Post subject:

It's possible and yes was planned for one of the expansions in bridge plugin aswell as some other... *damage*.. i need to talk with the BP team about it once again.

LC


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Mark

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Post Posted: 03-13-2006 11:18 AM Post subject:

sadly it is not possible using the system we were intending to use.

We were intending to use map swapping to swap the animated maps textures to, for instance, a black texture... and then have it swapped back after a few seconds. This would have given the impression of lcars flickering.

However during BPs creation we tried to set this up on the miranda bridge, we found that animated maps will not swap the way that stable maps will.. they simply do nothing.

It wasnt till a few weeks later when i tried it on the excalibur bridge that i realised what was going on. when you swap it with another map that is on the bridge (for instance LCAR_SCI_1.tga for CARPET.tga) it is CARPET.TGA that changes not LCAR_SCI_1.tga, on top of this it inherits the animation, so it only changes once every 8 slides of the animation.

so in summary, we cant get it working the way we were hoping to.. we have tried other systems such as sprites covering the panel however that doesnt work correctly.. we will continue to try and get this to happen however at the moment none of us know how it can be done.

flying crewmen is possible, we were intending to implement it before 1.0


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scottpkeene

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Post Posted: 03-14-2006 09:48 AM Post subject:

ok i may just be a humble texturer and amature modeller but when the damage is done for example couldn't you swap all the lcars for the damage one so using your example swap LCAR_SCI_1.tga for CARPET.tga then LCAR_SCI_2.tga for CARPET.tga then LCAR_SCI_3.tga for CARPET.tga etc. maybe im not gettin somthing here lol

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Post Posted: 03-14-2006 10:55 AM Post subject:

like i said... that swaps carpets textures... the floor would become an animated lcars texture


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Post Posted: 03-14-2006 04:21 PM Post subject:

Mark wrote:
like i said... that swaps carpets textures... the floor would become an animated lcars texture


cooool, that'd be sweet actually! Grin

there's an idea for a mod - having a Nightclub on the bridge, with groovy flashing lighting textures for the dance floor! Mr. Green

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Post Posted: 03-14-2006 10:00 PM Post subject:

yeh i did that when i tried to make the pillars on the ebridge dim at red alert.... they turned blue

now u see why no1 makes bc bridges unless theyre mad Razz


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Post Posted: 03-15-2006 01:09 AM Post subject:

Mark wrote:

flying crewmen is possible, we were intending to implement it before 1.0


I'm assumign you mean flying crewmen on bridges other than the sov?


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Post Posted: 03-15-2006 02:00 AM Post subject:

on any bridge


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