i had intended to do the bridge in the same way as a cockpit. it has the 2 bubble cockpits in front for the pilot and copilot, behind those is the captains chair, then im gonna have an elevated platform (kinda like enteprise d's bridge) then in the center in line with the upper/lower disruptor beam turrets is gonna be the optics well, essentially the power interlink for the turrets, like a power core glowpointed to hell. either side of that by the side windows will be the missile gunner targeting sations, polycount permitting i wanna have more stations in the back. id like to have he option to cycle through multiple eyepoints, so i can have one at each station with a view.
one things i want for the animation code are the option to animate to absolute angles and one to hold rotational position. the fighterdors do to stage opening. the fist stage opens them only enough to deseal the doors. it required that all 3 pivits turn at once. this made it vare diffucult to keep the doors square with the ship whle they retract. but as the doors inheirt the motion of both swingarms thios was very difficult. overall the doors only need to rotate a few degrees from its starting position, while the 2 interlinking arms need to rotate 90 and -50 degrees res[pectively. while i was very hapy with the way i animated the deseal stage. im not very happy with the way the animation completes. in the end i just set the doors on one side to have a longer delay so that they open one at a time (the way landing gear worked in WWII). id like the doors to hold their absolute rotational position while the other components open, then trigger their final rotation in the last seconds of the animation. im sure with the proper math formulas i could calculate all the values to make the anmation look the way i want it to. ad also like a lnding clearance option in thew comm list, which will tell a capship to open its doors so the player may land, and a has landing clearance sexp, so that you can script a landing in only one event, and to also trigger landing light glowpoints.