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Old May 15 2013, 03:36 AM   #46
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@Donny - Looking great so far! You could do a variation of the rectangular light panels with narrow bracing as seen in the ceiling of the engine room with the occasional piping going around them. (That's how I plan to do mine.)

@Bob - Yeah, I was thinking Kirk's chair panel being glassy could be a configurable display.
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Old May 15 2013, 06:17 AM   #47
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Just looking down the transporter room corridor with the A-frame, what depth do you estimate the distance between the A-frame and the turbo lift door to be?
I actually haven't worked out that bit yet. The wall and doorway that is there now is just temporary. I'll let you know the measurements I use as soon as I get it sorted.

I presume the ladder in the "environmental engineering booth" will be coming soon, and with the hole in the floor to allow access to the deck below?
Yes, for sure. You wouldn't happen to know of any good screencaps of the "hole in the floor", would you?

Simply fantastic! Do you already have the "inventory" for the door signage? I think we came across the subject in various Trek BBS discussions, but I haven't seen a compilation, yet.

For the briefing / rec room set I just instantly recall "Briefing Room 2", "Recreation Room 6" and "Computer Statistics" (right side exclusively).
I'm not sure what I'm going to do about signage yet. I've seen topics debating the system of room numbers and such, and I really don't feel like dealing with the headache that entails. This is in no way meant to be a deck by deck representation of the Enterprise, so I don't want to have to explain all my reasoning for "why I put what where". As long as I get the look and feel right, I'll be happy. I will also construct the decks with the goal of building a single-player game in mind, so I'll be placing areas where they best fit, keeping a balance between playability and what we see on screen. I know that the makers of Star Trek didn't have a deck-by-deck plan when making the show, so I won't either.

I should also mention, that this basic corridor arrangement will be used as a template for any other decks I feature. I'll make changes to each deck to make them unique.

blssdwlf wrote: View Post
@Donny - Looking great so far! You could do a variation of the rectangular light panels with narrow bracing as seen in the ceiling of the engine room with the occasional piping going around them. (That's how I plan to do mine.)
That's what I've done in the past with my older TOS builds, more or less. I find it hard, however, to imagine these rectangular panels giving off the colored spot light we see in the corridors
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Old May 15 2013, 01:11 PM   #48
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I always imagine that any special colored spotlights are the result of odd devices hooked to the ceiling that have super bright LED indicators on the bottom. So if you looked up, imagine one of those bell-shaped things that you see stuck to the side of the hallway but now clamped vertically to the ceiling with a big colored LED or indicator panel that gives off a more or less directional glow of light YMMV of course.

I'm not sure which hole in the floor Bob is referencing. The only one I remember is the one where pipes are being fed through it in "Charlie X". Is that the one Bob?
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Old May 15 2013, 01:21 PM   #49
Mytran
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I think he means the one where the "Environmental Engineering Personnel Only" ladder runs down. Unfortunately due to the protective grill there a few clear shots of this.

As you've mentioned Charlie X, here's a question which has bouncing around my mind for while - WHAT on earth are those guys doing in that scene? The glowing light seems to suggest a power reactor of some sort, should it really be that easy to open up a cover to the atomic piles?
The pole appears 12' long at least, why is it even on the ship? What does it do?
And so on. Anyone have any thoughts?
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Old May 15 2013, 02:01 PM   #50
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@Mytran - I figure the light was from either a work light aimed up from the deck below or the ceiling light from below.

http://tos.trekcore.com/hd/albums/1x...rliexhd051.jpg

Which episode was the ladder running down from?
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Old May 15 2013, 04:02 PM   #51
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
You wouldn't happen to know of any good screencaps of the "hole in the floor", would you?
Unfortunately, I can only offer this one from "Amok Time", but didn't Mytran mention there might be another one?

"The Naked Time" had a good shot of the upper part (Sulu climbing up the ladder).

Donny wrote: View Post
I'm not sure what I'm going to do about signage yet. I've seen topics debating the system of room numbers and such, and I really don't feel like dealing with the headache that entails.
I dare to say that with the "Briefing Room 2" and "Transporter Section" b&w door signs to the right you'd cover about 75% of the cases for these sets.
In my deck plan project I try to keep track of the various door signs and mention and mark their positions whenever they are clearly readable, those headaches I don't mind (haven't proceeded the past days because I had other headaches finding a corridor segment assembly that could be used as a template for several decks but think I found it).

Donny wrote: View Post
I should also mention, that this basic corridor arrangement will be used as a template for any other decks I feature. I'll make changes to each deck to make them unique.
You are not doing a recreation of the Season 1 corridor with all the little panel and GNDN variations which set this one apart from the Season 2 / 3 corridor set?

@ Mytran

Since you brought the "Charlie X" pipe laying scene up, you're gonna love this: This is a much, much narrower corridor with only one floor panel (at least that's what the director intended, as far as I can tell from the editing - notice the wall right next to Charlie's right arm in the last image of this scene...it's also the reason why I don't it's mandatory to make the deck floors in the main corridors any thicker than necessary).

I don't have a good idea, either, where, what and why they are doing there (other than this is still part of the ongoing upgrade process the Enterprise started after "Where No Man..." which was 83% complete by Stardate 2945.7 My fun theory: Pike's Enterprise had only 203 crew members, but because of the upgrade process they took 227 carpenters, plumbers, electricians etc. on board to finish these upgrades while underway).

Bob
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Old May 15 2013, 04:12 PM   #52
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Unfortunately, I can only offer this one from "Amok Time", but didn't Mytran mention there might be another one?

"The Naked Time" had a good shot of the upper part (Sulu climbing up the ladder).
That shot from "Amok Time" is the only one I've been able to find as well. Thanks for looking though!

Robert Comsol wrote: View Post
You are not doing a recreation of the Season 1 corridor with all the little panel and GNDN variations which set this one apart from the Season 2 / 3 corridor set?
Most likely I will, actually. My favorite part is the curved bulkhead jutting out of the wall near the turbolift at the end of the curved corridor. No way I could leave that detail out!
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Old May 15 2013, 08:16 PM   #53
BK613
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Robert Comsol wrote: View Post
Unfortunately, I can only offer this one from "Amok Time", but didn't Mytran mention there might be another one?

"The Naked Time" had a good shot of the upper part (Sulu climbing up the ladder).
That shot from "Amok Time" is the only one I've been able to find as well. Thanks for looking though!
these screenies from Trekcore might help:
Mudd's Women:
http://tos.trekcore.com/hd/albums/1x...womenhd108.jpg
http://tos.trekcore.com/hd/albums/1x...womenhd117.jpg
Naked Time:
http://tos.trekcore.com/hd/albums/1x...timehd0561.jpg
http://tos.trekcore.com/hd/albums/1x...timehd0574.jpg
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Last edited by BK613; May 15 2013 at 08:22 PM. Reason: fixed link goof up
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Old May 15 2013, 08:47 PM   #54
Mytran
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Mapping that bulbous area (in terms of angles and panel position) was something that kept me quite busy this weekend. But it is very distinctive and shouldn't be left out.
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Old May 15 2013, 09:11 PM   #55
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

BK613 wrote: View Post
Donny wrote: View Post
Robert Comsol wrote: View Post
Unfortunately, I can only offer this one from "Amok Time", but didn't Mytran mention there might be another one?

"The Naked Time" had a good shot of the upper part (Sulu climbing up the ladder).
That shot from "Amok Time" is the only one I've been able to find as well. Thanks for looking though!
these screenies from Trekcore might help:
Mudd's Women:
http://tos.trekcore.com/hd/albums/1x...womenhd108.jpg
http://tos.trekcore.com/hd/albums/1x...womenhd117.jpg
Naked Time:
http://tos.trekcore.com/hd/albums/1x...timehd0561.jpg
http://tos.trekcore.com/hd/albums/1x...timehd0574.jpg
We are looking for a clear shot of the hole in the floor that appeared sometime after season 1. Thanks for those, however.
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Old May 15 2013, 09:22 PM   #56
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I found this one from Is There In Truth No Beauty? Looks like it's a simple yellow access hatch, which probably slides into the floor to give access to the deck below.
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Old May 15 2013, 10:43 PM   #57
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

And here is one from "Wink of an Eye". However, I do prefer the scene in "Amok Time" where apparently the crewman just descends. I thought that the whole purpose of the "fall-safe" grate was to prevent someone from getting hurt because of the floor opening.

Was the entire set on stilts? In "Amok Time" we see Kirk ascending the tri-ladder and the crewman descending the E-booth ladder.

Bob
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Old May 15 2013, 11:01 PM   #58
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
Was the entire set on stilts? In "Amok Time" we see Kirk ascending the tri-ladder and the crewman descending the E-booth ladder.

Bob
I believe I read about that topic elsewhere. Can't remember where though. Paramount Stage 31 (formerly Desilu Stage 9) does have a basement. It's likely that parts of the set extended into the basement.
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Old May 16 2013, 01:08 AM   #59
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Ah like this one from "Journey to Babel" where the ladder goes further down into the deck. It looks like it has a panel covering the opening in this scene though. Also note that the hallway next to it is *narrow* just like the one from "Charlie X"! Looks like the narrow hallway isn't a one-off

This ladder is different from the ladder seen in "Mudd's Women" where the ladder goes up and it stops about midway to the floor. It has no side grating as well. It looks like the same ladder seen in "Mirror, Mirror" that is used to climb up to the EMM. You can get a clear view of it in the scene later in the episode where one of the women is walking back to Mudd's cabin.
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Old May 16 2013, 03:34 AM   #60
feek61
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

That corridor was a "swing set" and was added between Kirk's Quarters and the ladder alcove in a few episodes just to make it look like a different part of the ship. It was used from time to time such as in "Mirror, Mirror" where the agony booth was located and also it was featured in several corridor scenes in "Day of the Dove". There are others but I can't recall at the moment.
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