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Old April 2 2013, 03:10 PM   #31
137th Gebirg
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Y'know it has occurred to me, after seeing these beautiful renders, that the floor of the refit transporter room is downright dangerous with all those dropped alcoves full of circuitry. How many crew members have taken a tumble on those multi-height floors or twisted an ankle in the dark lighting of that room? OSHA would have a fit!
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Old April 2 2013, 04:01 PM   #32
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Yeah, I noticed that too. My own thought? Assembly crews had not yet popped the chamfered panels (those smooth edged panels seen in the corridors) into place upon the walls or laid all the floor plates into place before the ship had to "haul nacelle" to intercept V'ger.

But that idea may be negated in either "The Wrath of Khan" or "The Search for Spock". I'm pretty sure we saw the room briefly in those films, but I can't remember how it looked.

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Old April 2 2013, 04:07 PM   #33
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Okay, I was able to answer my own question by reviewing screen captures at TrekCore. Some details here and there may have been altered, but the T-porter room remained pretty much the same with the greeblied wall panels in the next two films. They even kept the purple "fill" lighting.

So much for my theory.

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Old April 3 2013, 12:01 AM   #34
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Yeah, but by then the Enterprise was a training vessel. There may have been wall panels in the Transporter Room in-between TMP and whenever the ship was handed over to Starfleet Academy.
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Old April 3 2013, 11:15 PM   #35
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

BRILLIANT!!! The TMP/refit Enterprise is still, hands-down, my favorite ship design!

But those hallways with the lights on the floor...I think that would bother my eyes after a while...and I think it makes the hallways look...more cramped somehow. If I was re-designing the sets, I might put them on the top instead, where the angled removable(?) pannels are. (And the pannels are the same angle, just up top.)

Would it be to hard to make a mock-up of your hallways with the lights on top? (And hey, who's to say, maybe in some sections of the ship, that's how they are!)

So, you have any plans to do any 1701-D interiors? (Since they re-usde a lot of the same hallway and set peices, it should be easy!)
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Old April 4 2013, 10:18 AM   #36
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Donny wrote: View Post


Something I've wondered - the angled walls in these hallways - are they the same? Logically they are but the ones in the hall with the straight wall on the opposite side look like the angles are more extreme than the one that's angled on both sides.
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Old April 4 2013, 12:30 PM   #37
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Your eyes do not deceive you - that is exactly the way they were designed back in TMP!
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Old April 4 2013, 01:45 PM   #38
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

I would guess that they're probably angled out more due the vertical nature of the walls on the opposite side, giving people the ability to walk side by side or in passing without their elbows hitting the bulkhead separators. The corridors with both angled walls don't suffer from that problem, so are not as acutely situated.

Good catch on that - never noticed that before. I guess my brain wrote it off as perspective distortion with the kind of camera lens being used.
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Old April 4 2013, 04:08 PM   #39
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

But that's what I don't get - assuming the width of the floor is the same in both, why should the walls angle differently depending what style wall is opposite it? Besides, if the idea was to allow shoulder room for side-by-side traffic, then the whole design is upside-down anyway - it should be wider at the top and thinner at the bottom.
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Old April 4 2013, 04:12 PM   #40
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

^^^ Then it would look like a Romulan ship on the inside.
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Old April 4 2013, 05:20 PM   #41
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Mytran is correct. The angles of the radial corridor walls are different from those of the concentric corridors.

Rest assured, I used what schematics I could find when building the corridors. The angles are close to exact to what they were in the films.
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Old April 5 2013, 12:13 PM   #42
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

I'd never noticed the difference before, either.

So out of curiosity, have you rigged your corridors with the Red Alert tracer lights they added in Wrath of Khan?
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Old April 5 2013, 03:30 PM   #43
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Please accept my apologies for being nitpicky. The floor texture in the "symetrical" corridor shows this 1970's popular PVC carpet the way we saw it in the movie.

The illumination angle in the circular corridor makes the protruding circles rather look like half-spheres popping up from the floor (it seems the light is coming from the innermost wall while in fact it's the opposite wall with the built-in floor lights).

Bob
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Old April 13 2013, 04:27 PM   #44
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

Cool! I hope you don't bind if I blag some of the pics for use as background in my post-TMP Youtube comic. It can be a pain to keep editing out wanted characters from the movie stills.
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Old April 22 2013, 11:41 PM   #45
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Re: Refit Enterprise Interiors (WIP) - Unreal 3 Engine

I always loved the TOS corridors better. These make sense higher on a saucer.
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