July 29, 2010, 07:34:13 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Lurok91 has released the Rotarran Bridge - DOWNLOAD IT HERE!
 
Pages: 1 2 [3] 4 5 6   Go Down
Print
Author Topic: Redragon's BOP Bridge WIP - Scripting/Animation issues  (Read 4138 times)
limey98

Cookies: 98
Posts: 1046
Awards: MotM - Jul/2009


« Reply #40 on: January 09, 2009, 09:08:40 AM »

The main issue with ingame use is not simply exporting it, but getting everything done required for it to work. As has been said before, you will need the animations, light mapping, and scripting done in addition to the basic textures and model.

I beleive the animation can only be done in Max 3 too.
Logged

MUSE!!!


Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #41 on: March 11, 2010, 03:51:48 PM »

Problem: exporting bridge from Max 2009 to Max 3 using BFF.  When imported, roof support and viewscreen misaligned (see pic). Any advice on what might be cause/solution?  If export entire bridge as single mesh no issue so I suspect it's an individual mesh issue?
Logged
Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #42 on: March 11, 2010, 11:54:31 PM »

Fixed the roof support but sloping viewscreen still problem. Have started getting textures in with mixed results.  Still also a problem with not seeing out of viewscreen but I think that might be something to do with viewscreen nif which I think may have to move via script?   Any comments/advice welcome.  PS:  lots of good advice and help from Baz1701.  But the forum tip on using BFF to backport from current Max to Max 3 very useful, as script does help retain texture co-ordinates.
Logged
Nero

Cookies: 26
Posts: 452


« Reply #43 on: March 12, 2010, 01:48:31 AM »

I wish I could help, but my knowledge of bridge modding is limited to pretty much adding BP sounds and editing the maps in the plugin file.

Best of luck on this it'd be great to have the more common Klingon bridge in BC.
Logged
teleguy

Cookies: 24
Posts: 355

« Reply #44 on: March 12, 2010, 10:57:44 AM »

+cookie

BTW what's bff?
Logged
Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #45 on: March 12, 2010, 07:16:56 PM »

+cookie

BTW what's bff?

BFF I think is Bobo's File Format (aka Back From Five). It's a maxscript you add to later versions which exports models/textures/etc to a .ms script that you then run in Max 3.  What's good about it is that it imports everything as in later Max, so you can then just export straight to nif without reassigning textures etc.  Only glitch I've had so far is bits of model moving about, but that might not be to do with BFF.

Anyways, have more or less textured ingame now. Think LCARs might need higher res so will redo.  Next step lightmaps and crew/animations.

* Lightmaps - any advice? Figure render lighting from scene, add to channel 2 and render to texture as -lm.  Will experiment.

* Crew positions - could give this a crack via info in SDK and what's here in forums. But any advice welcome.  Otherwise could rescript existing Galor positions (though keen to learn crew placement in model anyway)

* Animations - not really bothered about extra crew walks but keen to do chair move and also opening/closing door.  Again, any advice welcome.

thanks for support.  Once I crack this can start on other bridges.
Logged
JimmyB76
Modder of the Month Organizer

Cookies: 193
Posts: 4047


« Reply #46 on: March 12, 2010, 08:43:56 PM »

lightmaps and animations...  hmm thats where usuallly every potential bridge mod dies lol
truth is, only a handful of people in all 8 yrs of BCs history figured out those; and those are what drew the elitest bridge modders, who could do it, away from being interested in making new bridges as they are the most tedious and time consuming aspects (not to mention frustrating)...  everything else is easy in comparison...
and unfortunately, those that do have the experience arent in the BC scene anymore; also all good info was at BCU and now gone...  i suppose its a matter of trial and error - even those guys who know it learned it all on their own from scratch more or less...
Logged

Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #47 on: March 13, 2010, 12:37:57 AM »

lightmaps and animations...  hmm thats where usuallly every potential bridge mod dies lol
truth is, only a handful of people in all 8 yrs of BCs history figured out those; and those are what drew the elitest bridge modders, who could do it, away from being interested in making new bridges as they are the most tedious and time consuming aspects (not to mention frustrating)...  everything else is easy in comparison...
and unfortunately, those that do have the experience arent in the BC scene anymore; also all good info was at BCU and now gone...  i suppose its a matter of trial and error - even those guys who know it learned it all on their own from scratch more or less...

tedious etc...tick all the above lol.  But I'm determined.  Here's a first pass at front bridge lightmaps. The grill shadow is canon, but too much for BC?  Gives more canon atmos but maybe gamers prefer brighter bridge? (compare right station to left). I'll tweak away.  I'm sure with trial and error I can crack lm and animation.
Logged
Nero

Cookies: 26
Posts: 452


« Reply #48 on: March 13, 2010, 12:41:52 AM »

Probably a hair brighter is warranted but nothing too extreme. I like it!

Hey Lurok I know the bridge is still in it's early stages but if you want I have a loading screen and sounds I've been using for the ST3 Bird of Prey bridge that you can have for this one. Just let me know and I'll hand them over.
Logged
Kirk

Cookies: 109
Posts: 2631


WWW
« Reply #49 on: March 13, 2010, 02:45:09 AM »

I'm really liking the grille shadows. I say keep the darker, more ambient lighting. Once you work out the side stations it will be great.
Logged


JimmyB76
Modder of the Month Organizer

Cookies: 193
Posts: 4047


« Reply #50 on: March 13, 2010, 03:08:38 AM »

tedious etc...tick all the above lol.  But I'm determined.
thats exactly what BC needs!  a next generation of people that can "break the barrier" - i do have high hopes others can break the barrier and create new bridge realms for BC grin
you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers...  tho it takes sooo much patience and trial-and-error; it is encouraging to hear anyone is willing to climb the mountain with all seriousness and devotion smile
*cookied*

then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol cheeky
Logged

Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #51 on: March 14, 2010, 01:05:50 AM »

UPDATE: day of lightmapping experiment results. Still tweaks to do, and any input welcome. I noticed some shadows came out with warm halogen look from max lights, others just black&white. Should I go with halogen all over (which is more canon) or the b&w?  Should I shadow the chairs and roof struts ?(they come out pretty dark) .  I'll say this: fed bridges gonna be a cinch after this (lol).  
« Last Edit: March 14, 2010, 02:57:07 AM by Lurok91 » Logged
Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #52 on: March 14, 2010, 01:13:27 AM »

you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers... then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol cheeky

Happy to work with others if arises  smile  And as and when Excalibur arrives, I guess can transfer some of what learned. But until then, it's good to add to BC.
Logged
Nero

Cookies: 26
Posts: 452


« Reply #53 on: March 14, 2010, 02:06:57 AM »

Beautiful work. I'd go with halogen all over. As for shadowing the chair and roof struts, it would probably make the bridge seem more realistic, but if there's a way to somehow bring the brightness up that might be a good way to go.
« Last Edit: March 14, 2010, 05:58:06 AM by Nero » Logged
Bones

Cookies: 117
Posts: 1997
Awards: MotM - Feb/2010


« Reply #54 on: March 14, 2010, 12:52:24 PM »

:O astonishing really, have a cookie wink
tedious etc...tick all the above lol.  But I'm determined.
thats exactly what BC needs!  a next generation of people that can "break the barrier" - i do have high hopes others can break the barrier and create new bridge realms for BC grin
you should group up with other talents, perhaps create a "4th Generation" BC bridge-makers...  tho it takes sooo much patience and trial-and-error; it is encouraging to hear anyone is willing to climb the mountain with all seriousness and devotion smile
*cookied*

then again, it might be faster to wait to see how Excalibur will be with such things (which will be much easier) lol
which comes first, i suppose lol cheeky

If such team is created count me in for LCARS/displays drawing and texturing wink

P.S. hey if you need new klingon displays PM me wink
Logged


 
Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #55 on: March 15, 2010, 02:25:31 AM »

P.S. hey if you need new klingon displays PM me wink

Thanks for kind offer smile Anything that can improve bridge(s) welcome. These displays pretty canon to Rotarran (in style if nothing else) but any improvements welcome.  Had a day off but wanted to finish lightmapping. Still some tweaks obviously but about 95 per cent done, with the warm halogen look. If anyone wants to beta-test (just replace GalorBridge model in sets) I can upload. 

Next step is animation. Don't have Character Studio but going to experiment with exporting animations from Max 2009 to Max 3 and see what happens. 
Logged
tiqhud

Cookies: 13
Posts: 1028


« Reply #56 on: March 15, 2010, 12:52:43 PM »

ok, good looking, dark like a klingon bridge ought to be
Logged

TiqHud
"What one man can do, another man can undo"
If we don't learn from our Mistakes, we will surely repeat them.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
"Now, if we only had a wheelbarrel"
it is Late, Do you know where your Towel is?
Lurok91
Bridge Apprentice

Cookies: 75
Posts: 296


« Reply #57 on: March 15, 2010, 04:32:40 PM »

Some minor changes as promised. Lmapped roofpanels (need to darken) and changed base red parallelograms to grids (any preference for plain red vs grid version?). 

Anyone have any advice re: how to do animated lcars? 
Logged
Bones

Cookies: 117
Posts: 1997
Awards: MotM - Feb/2010


« Reply #58 on: March 15, 2010, 06:41:08 PM »

You better ask Baz, Picky or Shino Tenshi - they're the only people who probably touched bridge modding that advanced wink
Logged


 
Nero

Cookies: 26
Posts: 452


« Reply #59 on: March 16, 2010, 04:36:03 AM »

I know one way to do it would be through animated maps in BP Core. It would also allow for changing displays at different alert levels.
Logged
Pages: 1 2 [3] 4 5 6   Go Up
Print
Jump to:  


Page created in 0.242 seconds with 18 queries.