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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
Posts: 612
Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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Sean
Bridge Modder Commander

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blaXXer
Currently banned
Resident Insane Symbiote Section 31 Director


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Legacy
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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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tiqhud
Pro-Captain


Joined: 28 Aug 2004
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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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_________________ TiqHud - COE
I didn't do it
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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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MickJo
Commander


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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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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
Posts: 612
Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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Sean
Bridge Modder Commander

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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
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cool, thanks.
Only because I don't have a creative bone in my body.
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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
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Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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Mark
Co-Founder, 3rd Era Admiral


Age: 23
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select all and rotate?
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MLeo
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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
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Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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MLeo
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Mark
Co-Founder, 3rd Era Admiral


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you need to mess around with the pivots then, must be a setting to temporarily disable the pivots
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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
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Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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MLeo
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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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How to beat the Black Screen Of Death and Script problems Also handles Console/Screen/Error report/dump.
BC Technical FAQ [Last updated 26/12/2005]
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Lord_MalaK
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
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Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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tiqhud
Pro-Captain


Joined: 28 Aug 2004
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from the Pic it is going to be a big bridge
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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
'Iw ra'wI' Sogh


Joined: 10 Mar 2005
Posts: 612
Location: Wandering the halls of sanity

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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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lost_jedi
Rear Admiral


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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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Lord_MalaK
'Iw ra'wI' Sogh


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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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lost_jedi
Rear Admiral


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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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Mark
Co-Founder, 3rd Era Admiral


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i swear ive seen that somewhere before... oh yeah!
finally we have a doom bridge 
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Lord_MalaK
'Iw ra'wI' Sogh


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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.

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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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lost_jedi
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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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Lord_MalaK
'Iw ra'wI' Sogh


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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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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.
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Ryles
Ja

Joined: 12 Oct 2005
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It really doesn't look that bad man, really. Could just do with a more detailed ceiling and some texture changes.
Keep it up. 
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Treleth
"so double the killer delete select all." General


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kinda hard to see from those pics...
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bren
Commodore

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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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