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yopyop
the logical one Cadet 3rd Class


Age: 20
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Joined: 09 Jul 2006
Posts: 34
Location: somewhere along the way called live...

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hi guys this is a lil bridge scripting thread ^_^
i just wanted to know how to get a bridge as an "extra" bridge ingame?
with ships it's easy but with bridges o.o??
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blaXXer
Currently banned
Resident Insane Symbiote Section 31 Director


Age: 24
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Joined: 10 Feb 2004
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Location: Symbiote-Town

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does that mean you plan on doing your own bridge?
be warned, tho: It's a totally complicated process which does involve modelling the new bridge, texturing and lightmapping it, aswell as giving it new animations (most complicated part).
long story short: If you don't have the necessary equipment (3D Studio Max 3.1 plus character studio, that is) and the will to stand it through to the end, I would just retexture an available bridge set to fit your needs and stay away from the complicated stuff.
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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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Don't let em scare ya, it isn't that hard but you will need at least Max 3.1 to save the final NIF so the game will work with it. I did discover recently you can use crew from other bridges but you'll have to build around their positions unless you really want to reanimate them from scratch. The whole process has a rather steep learning curve but as I'm finding out, it's worth it.
You'll also need to know some python (or have a decompiler), photoshop, a paint proggy, the BCSDK (software developers kit) and above all ALOT of time and patience. Also read every tutorial you can find.
good luck
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_________________ taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
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Treleth
"so double the killer delete select all." General


Age: 17
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Location: Toronto, Canada

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I still don't udnerstand his question..Does he mean making new bridges? or getting extras on the bridge?
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Mark
Co-Founder, 3rd Era Admiral


Age: 23
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Joined: 02 Nov 2003
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Location: Staffordshire, UK

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he means adding another bridge, asin copying a bridge to its own folder and then scripting it in as its own beast.
Again the answer is its complicated, although not that bad if your familiar with BCs system of scripting.
if your just talking about duplicating a bridge you dont need to worry about animation files. Now i'll walk you through the process, for the sake of explanation i will use the Intrepid bridge as an example:
firstly go to data/models/sets, find the bridge you want and copy it into a second folder. (so Intrepid would be copied and renamed newbridge or something)
next go to scripts/bridge/custom, you need to find the bridge script for the bridge you just copied, in our case this is IntrepidBridge.py (NOT AmbassadorBridgeProperties.py as that is something else).. we need to duplicate it and call it NewBridge.py (or whatever).
inside this script you will find a series of commands that contain the location of the bridge model, you will need to alter these scripts to look into your new bridge... do not however adjust anything under "ConfigureCharacters()".
now finally the bridge needs an autoload file under scripts/custom/autoload.. again this willl probably be called IntrepidBridge.py or something similar. Duplicate this file, rename it NewBridge.py (or something else) then open it and edit the fourth line..
Code: | Foundation.BridgeDef('Intrepid', 'IntrepidBridge', dict = { |
The First 'Intrepid' is the name the bridge displays in game, the 'IntrepidBridge' refers to the bridge script we just created a few minutes ago, so change those two things to reflect your new set... leave everything else.
as blaxxer said this can be pretty complicated
Lord_MalaK wrote: | Don't let em scare ya, it isn't that hard but you will need at least Max 3.1 to save the final NIF so the game will work with it. |
you need max3.1, anything else wont work for the STBCExporter.dlu, you also need CS2.2 if your going to make things properly and make custom anims for the bridge.
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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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Ouch, your right. Thats exactly what I meant, you need 3.1 to get it into the game, but other versions will work as long as the final product is exported with 3.1
Quote: | Lord_MalaK wrote:
Don't let em scare ya, it isn't that hard but you will need at least Max 3.1 to save the final NIF so the game will work with it.
Quote: | you need max3.1, anything else wont work for the STBCExporter.dlu, you also need CS2.2 if your going to make things properly and make custom anims for the bridge. |
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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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Joined: 02 Nov 2003
Posts: 4357
Location: Staffordshire, UK

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you can backport things to max 3, however if you are doing that you need to consider the effect BFF may have on the model, however this is off topic.
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