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RIS Cerbervs bridge WIP
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Lord_MalaK

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Post Posted: 05-08-2006 02:23 PM Post subject:

The textures are still only 'place holders' to show me what I need to work on. I'm still messing with the ceiling which has me redistributing the support pillars which will undoubtedly have me rebuilding the panels. I'll have to go back to the ship model and measure some things to see if this floor plan will still fit where it's supposed to be. I'd hope I can keep this room to 1 level, but since it's now 2 I may rebuild the floor as well.

Since I'm posting anyway...When I start animating the characters, do I need to place a biped in the scene before I NIF it, or is it all done with the scripts ?


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Post Posted: 05-11-2006 11:41 PM Post subject:

I'm still poking away with it, but I've got the basic roof pattern in place as well as rebuilt panels and new capt. chair. The textures are still place holders but I've got it in the MPE finally. Gonna work on the scripts next so I can get it in the game to see what needs work (beside the obvious). As i've lost functionality of the latest BFF converter the v3 doesn't like my complex shapes so I'll have to rework a few rails and edges, but I thought someone might like an update.

I can't remember how artsy or religious Rommies are but this bridge is starting to feel like a temple IMHO (too many 'earth' tones).

comments ?


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Post Posted: 05-11-2006 11:44 PM Post subject:

Oh, and this is a pic from Max3.1 as it's imported from Max7 so I'm gonna try to finish it in Max3. Here's the rear walls 'fixed'and the hatch is next.

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Post Posted: 05-11-2006 11:45 PM Post subject:

Sweet...but arn't ya gonna resize the Rom Star Empire/Fed Neutral Zone map & starmap at the back into medium sized terminals? Or is that part of the original plans?


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Post Posted: 05-11-2006 11:47 PM Post subject:

I fixxed those (posted above) and I got it into the game but it crashes when I take bridge damage. Prolly cause I haven't placed the emmiters yet.


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Post Posted: 05-12-2006 03:19 AM Post subject:

More dark greys and greens. The chairs should be a somewhat of a cool steel color, similar to the TNG uniforms.


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Post Posted: 05-14-2006 07:43 PM Post subject:

OK, so it's the game finally. Still got some texturing to do but it looks pretty stable (I wrote the model NIF to assume the 'romINTbridge.nif' as they share 99% of the textures), no flickering faces.

BUT
I have a blank viewscreen- Anyone know how to make it work ??
all my crew face the rear hatch -this where I rotate the model again ???


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Post Posted: 05-14-2006 07:49 PM Post subject:

you have to make and import a new viewscreen for it.

and yes sounds like youll need to rotate it again


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Post Posted: 05-14-2006 11:36 PM Post subject:

Mark wrote:
you have to make and import a new viewscreen for it.


I made and exported a new one but all that shows in the bridge viewscreen (while in game) is the bmp that is mapped to the viewscreen nif. I saved them both at the same coordinates in their respective files, did I do something wrong ?? Can I import something close an instance it up to its correct position??

Mark wrote:
and yes sounds like youll need to rotate it again
umm, OK (I hate when this happens)


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Post Posted: 05-15-2006 12:05 AM Post subject:

when making a viewscreen apply a black material to it (not from a map)

also if you dont want to rotate the bridge back again then you dont have to, just make your new animations facing the same way as the bridge, although im not sure if the captain will automatically look backwards or not lol


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Post Posted: 05-15-2006 12:10 AM Post subject:

Mark wrote:
when making a viewscreen apply a black material to it (not from a map)

also if you dont want to rotate the bridge back again then you dont have to, just make your new animations facing the same way as the bridge, although im not sure if the captain will automatically look backwards or not lol


LoL, with my luck I'll be the only one looking backward. Thanks for the help.


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Post Posted: 05-15-2006 07:07 AM Post subject:

If worst comes to worst, you can rotate the bridge in the bridge script.


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Post Posted: 05-15-2006 02:16 PM Post subject:

K, I rotated the set before NIF'ing it and it's aligned perfectly (in relation to the characters from the romINTbridge) and I have a working viewscreen (AWESOME aspect ratio) so now I can start on the animations:

characters- The plan was to pull entire characters from other sets and re-orient their base positions to fit this set. Is there and X/Y/Z coordinate in the script I can edit to position the character on this set, I really don't want to rebuild entire character animations just to reposition them.
If I have to make new characters is there a biped template scaled correctly for BC bridges I can use ??
If I make new characters are the animations built in the bridge set then exported, or are they built as stand alone models?
How many frames is the normal character using during a 'cycle' in the game ??


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Post Posted: 05-15-2006 03:06 PM Post subject:

Lord_MalaK wrote:
characters- The plan was to pull entire characters from other sets and re-orient their base positions to fit this set. Is there and X/Y/Z coordinate in the script I can edit to position the character on this set, I really don't want to rebuild entire character animations just to reposition them.
If I have to make new characters is there a biped template scaled correctly for BC bridges I can use ??
If I make new characters are the animations built in the bridge set then exported, or are they built as stand alone models?
How many frames is the normal character using during a 'cycle' in the game ??

In the bridge plugin (the one you create for your bridge) will have a "locations" key in the dict.
For each character you can add a third (text) element, this contains code which will be evaluated when needed.
In this code, seperated by ; you can add your positioning code.

For example, this is your normal character key in the locations dictionary:
Code:
'TOSHelm':   [ 'data/animations/TOS_seated_h_m.nif', 'TOS_seated_h_m' ],

Then you can add a third element like this:
Code:
'TOSHelm':   [ 'data/animations/TOS_seated_h_m.nif', 'TOS_seated_h_m', 'third element' ],
Please note, you need to replace 'third element' with actual code.Wink

For an extra, 'third element' needs to be atleast: 'pCharacter.SetHidden(1)'
Now, to move your character you need to do this:
'pCharacter.SetPosition(X,Y,Z)' where X, Y and Z are numbers.

All characters have a default position of 0,0,0 they are moved by animations.

If you need to move an extra, do this:
'pCharacter.SetHidden(1);pCharacter.SetPosition(X,Y,Z)'.

I hope that helps.


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Post Posted: 05-15-2006 03:33 PM Post subject:

Thanks Mleo, if it's as easy as you make it sound I may be able to release a beta version by next weekend (but it WILL overwrite the current romINTbridge).
PM me if you wanna test it for me.
So far I've only added 5 files to the romulan Intrepid bridge (replaced the bridge set and viewscreen NIF's and added 3 TGA's for panels) but plan on a complete texture replacment once the characters are positioned.

In it's current state it's playable but the characters floating and walking thru walls gets disorienting after a while.


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Post Posted: 05-15-2006 03:42 PM Post subject:

If you want I can help you repackage it into a version that doesn't overwrite.
Though testing would be a bit problematic. BC is acting up.


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Post Posted: 05-15-2006 04:24 PM Post subject:

MLeo wrote:
If you want I can help you repackage it into a version that doesn't overwrite.
Though testing would be a bit problematic. BC is acting up.


Thats a great offer which I prolly will take you up on (I've looked over what I need 'repackage' and as they're all script issues) and they'll save me many weeks of rewriting. Smile

But as testing goes I'm testing in a lightly modded install of BC which hasn't seen a new mod in about a year and is stable, but I'll be assuming to package this mod for install into a new install of BC (plus foundation/BCMP/BCMI/NanoFX2).


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Post Posted: 05-15-2006 06:44 PM Post subject:

its getting there


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Post Posted: 05-16-2006 02:40 AM Post subject:

K Mleo,

I tried it with a couple of different sets of numbers but this guy didn't move, in fact nobody moved. I'm sure I'm editing the correct script as the pyc file updates every time I run the game. I'm using numbers like 5,2.6,100. etc. Maybe I need to use fractions like 100/256 , or decimals like .000352 ??? And what is the range ?? I even put spaces after the numbers, still nuthin. Do I need a biped named 'Helm' positioned in the bridge set before I NIF it ??
Here's the code followed by the pic:

Code:
import Foundation

# Uncomment the below to enable!
Foundation.BridgeDef('Romulan INT Bridge', 'RomulanINTBridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ],
'locations': {
# Intrepid-Bridge Locations
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m', 'pCharacter.SetPosition(-9.5,0.5,0.5)' ],
'IntTactical': [ 'data/animations/Int_stand_t_l.nif', 'Int_stand_t_l' ],
'IntCommander': [ 'data/animations/Int_stand_c_m.nif', 'Int_stand_c_m' ],
'IntScience': [ 'data/animations/Int_stand_S_S.nif', 'Int_stand_s_s' ],
'IntEngineer': [ 'data/animations/Int_seated_e_s.nif', 'Int_seated_e_s' ],
'EBCommander1': [ 'data/animations/EB_C1toC_M.nif', 'EB_C1toC_M' ],
'IntGuest': [ 'data/animations/Int_stand_X_m.nif', 'Int_stand_X_m' ],
'IntL1S': [ 'data/animations/Int_L1toG3_S.nif', 'Int_L1toG3_s', 'pCharacter.SetHidden(1)' ],
'IntL1M': [ 'data/animations/Int_L1toG3_M.nif', 'Int_L1toG3_M', 'pCharacter.SetHidden(1)' ],
'IntL1L': [ 'data/animations/Int_L1toG3_L.nif', 'Int_L1toG3_L', 'pCharacter.SetHidden(1)' ],
'IntL2M': [ 'data/animations/Int_L2toG2_M.nif', 'Int_L2toG2_M', 'pCharacter.SetHidden(1)' ],
'IntG1M': [ 'data/animations/Int_G1toL2_M.nif', 'Int_G1toL2_M' ],
'IntG2M': [ 'data/animations/Int_G2toL2_M.nif', 'Int_G2toL2_M' ],
'IntG3M': [ 'data/animations/Int_G3toL1_M.nif', 'Int_G3toL1_M' ],
}
} )


This guy won't move (helm)


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Post Posted: 05-16-2006 03:18 AM Post subject:

Jsut a comment... THe space around the pit seems to be to big, maybe fill it up with something?


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Post Posted: 05-16-2006 07:01 AM Post subject:

My mistake, it was SetTranslateXYZ(X,Y,Z) and numbers can be 1, 2.3, 4.56, .789 or even 2.14e44


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Post Posted: 05-16-2006 02:07 PM Post subject:

MLeo wrote:
My mistake, it was SetTranslateXYZ(X,Y,Z) and numbers can be 1, 2.3, 4.56, .789 or even 2.14e44


So the line should be:

Code:
'IntHelm': [ 'data/animations/Int_stand_h_m.nif', 'Int_stand_h_m', 'pCharacter.SetTranslateXYZ(-9.5,0.5,0.5)' ],


What do the numbers coorespond to ??pixels ?? Or the position in the model ??


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Post Posted: 05-16-2006 04:55 PM Post subject:

Yes.

The numbers correspond to world coordinates.

It would be easiest if you open the console when in game and start moving the characters around first through there.

If you have MSN (or Google Talk), add me to that (respectivly MLeoDaalder (AT) netscape (DOT) net and MLeoDaalder (AT) gmail (DOT) com) and I'll guide you through the process of being able to move around characters.


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Post Posted: 05-17-2006 01:10 AM Post subject:

Mleo,

Couldn't get the object , said something about an attribute. Here's the screenie:


I don't think it's a typo error, and the bridge script calls em the same names, so I tried them all, same error, even tried by name 'saffi, etc...' still no result.


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Post Posted: 05-17-2006 02:49 PM Post subject:

Small 'b' in 'bridge'.Wink


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Post Posted: 05-17-2006 03:25 PM Post subject:

oh jeez,
(smack himself)

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tiqhud

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Post Posted: 05-17-2006 06:46 PM Post subject:

Yep it's all them little things that get you


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tiqhud

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Post Posted: 05-17-2006 06:46 PM Post subject:

Yep it's all them little things that get you


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TiqHud - COE

I didn't do it
If we don't learn from our Mistakes, we will surely repeat them.
It is all the little details, that cause headaches.
According to the way society is going, I'll need a college Degree just to change a light bulb

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Lord_MalaK

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Post Posted: 05-18-2006 12:51 PM Post subject:

With the correct syntax, things work.
Now I gotta swap a couple around to get all seated where they're supposed to be. Thanks Mleo.

Oh, and is it possible to rotate their facing position ??


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lost_jedi

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Post Posted: 05-18-2006 01:21 PM Post subject:

Code:

pCharacter.SetAngleAxisRotation(a,x,y,z)


you must rotate before you translate tho because otherwise .. well its mathematical and i can't be bothered explaining Razz


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