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Old May 31 2013, 07:37 PM   #151
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
The viewscreen itself is canon, but the walls surrounding it are a little different than what we saw in Space Seed. I've made it a bit more symmetrical, and had to adjust it's length due to the season 2/3 version of the briefing room being 2 feet longer.
Thanks for the clarification, I was wondering for a split-second.

Donny wrote: View Post
I believe the viewscreen was modified and moved to the Auxiliary Control Room set beginning at season 2, so, as far as I know, we don't see this wall as part of the briefing room past season 1 (unless anyone knows otherwise).
Yes.

I'm just curious: Do you already know when you are moving the viewscreen to the Auxiliary Control Room?

I've heard some wild rumors that some other Trek BBS members are trying to decipher the layout of the Auxiliary Control Room. Is there a possibility you guys can share what you have deciphered thus far. I think it would be really great if synergy potential were fully exploited.

Bob
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Old May 31 2013, 07:42 PM   #152
feek61
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

For what it's worth; here is my Auxiliary Control Room article; but it's mostly about the actual physical set.

http://tosgraphics.yuku.com/topic/41...y-Control-Room
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Old May 31 2013, 10:37 PM   #153
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@Robert Comsol:

I'll be doing Auxiliary Control sometime later, after main engineering, I suppose.

@feek61:

Great article!
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Old June 1 2013, 12:25 AM   #154
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

(noticed you already got a comment from him)

The interesting question remains how "in-universe" the port side of the Auxiliary Control Room should look like (or vice versa the starboard side of "life support control").

Bob
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Old June 1 2013, 04:05 AM   #155
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

I think the port side is basically a mirror image of the other side of the area adjacent to the view screen with the the console and status board. If you are controlling the entire ship from this location it seems that more controls would be there.
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Old June 1 2013, 04:08 AM   #156
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@feek61 - thanks for the link

@Donny - nice!
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Old June 1 2013, 07:12 AM   #157
137th Gebirg
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

There's also the Jefferies Set Model about halfway down the page. Aux control is there next to the bridge.
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Old June 1 2013, 09:18 AM   #158
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

feek61 wrote: View Post
I think the port side is basically a mirror image of the other side of the area adjacent to the view screen with the the console and status board. If you are controlling the entire ship from this location it seems that more controls would be there.
That's what I was thinking.
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Old June 2 2013, 11:34 PM   #159
Belz...
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Before I go to bed, here's an early test shot of the briefing room. Lighting and color scheme is still WIP.

Thanks to Mytran's sharp eye, I was able to catch that the season 2/3 briefing room was about 2 feet longer (or wider? Which would it be?) than the season 1 version.
Ok, now, mister !

Now, you HAVE to complete the entire interior of the ship, slap it onto an awesome exterior model to scale, and sell that on BluRay so we can navigate around and through the ship and operate the consoles.

I'd buy that.
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Old June 2 2013, 11:42 PM   #160
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
The viewscreen itself is canon
In fact, I think it's the bridge viewscreen from The Cage.
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Old June 3 2013, 02:18 AM   #161
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

@ Donny: a little OT, but when you eventually get back to the Refit Enterprise, I would love it if you would consider using the variation of the bridge from TVH.
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Old June 3 2013, 10:56 AM   #162
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Belz... wrote: View Post
In fact, I think it's the bridge viewscreen from The Cage.
...and from "Where No Man Has Gone Before". But it's nice they kept this viewscreen wall in storage and reused it so we could get a nice idea of the other side of each (?) briefing room and later have the Auxiliary Control Room.

Although it was the same studio set I feel that life Support control from "By Any Other Name" should not be visualized with the viewscreen.
I believe the "alien" instrument panel from "Spock's Brain" (without the mind enhancing hood, of course!!!) could / would have been something an environmental engineer would look at (and something Matt Jefferies would have possibly recycled had there been a fourth TOS season featuring life Support...).

Not to mention that this would be a nice opportunity to draw something cool from this Episode...

Bob
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Last edited by Robert Comsol; June 3 2013 at 11:09 AM.
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Old June 4 2013, 12:43 AM   #163
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Belz... wrote: View Post
Now, you HAVE to complete the entire interior of the ship, slap it onto an awesome exterior model to scale, and sell that on BluRay so we can navigate around and through the ship and operate the consoles.

I'd buy that.
Not doing the entire ship, never wanted to. My aim is not to "make it all fit", but to make it "look good in real time rendering".

I will be featuring most, if not all, of the areas we see in the series. I also want to fully create and visualize some areas never seen on-screen. But making the "entire" ship is a task I have no interest in, nor the time to do it in the amount of detail I demand of my work.

Again, the ultimate goal here is to use these sets as a jumping off point for a set of single-player story missions (first person shooter with light RPG elements and puzzle solving). This, however, will require time and the help of more people.

If this goal is not reached, I will at least release these areas as a playable "museum piece", allowing players to roam the areas of the ship I've created, and perhaps lightly interact with the vessel.
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Old June 4 2013, 01:07 AM   #164
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Could you possibly be doing large sections, like they did for the TOS mod of Elite Force at stationk7? I believe they did a few decks connected together down around the pool and shuttlebay. And areas connected around engineering on deck 7 following the FJ plans.
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Old June 4 2013, 01:48 AM   #165
Belz...
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Not doing the entire ship, never wanted to.
Boo ! BOOOO !!!

I was just teasing.
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