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Old July 5 2013, 05:19 PM   #391
Mytran
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Nice looking chair! This is an area where I'm really quite ignorant, actually. What are the essential differences between the two types of Burke?
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Old July 5 2013, 06:04 PM   #392
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Mytran wrote: View Post
Nice looking chair! This is an area where I'm really quite ignorant, actually. What are the essential differences between the two types of Burke?
The only difference is that that the Burke 116 chairs have raised "arms," while he 115s don't. You can see the difference between the two types of chairs in this shot from "The Conscicence of the King:"



Kirk always sat it a 116 in the briefing room while all the other chairs were 115s. Kirk also had a 116 in his quarters, and McCoy had one at his office desk. All in all, the 116s were a tiny bit "fancier" than the 115s, and they were used in all the places where you might want a slightly fancier chair--like "taking the stand" chair in legal proceedings.
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Old July 5 2013, 07:40 PM   #393
B.J.
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
Mytran wrote: View Post
I'm on a bit of hiatus from Trek-things for the next fortnight, but it'll be something to investigate once I'm free again. However, McCoy's desk is clearly placed further into the room than the deckplans show
http://tos.trekcore.com/hd/albums/3x...autyhd1310.jpg
It actually differed from episode to episode...http://tos.trekcore.com/hd/albums/2x...earshd0269.jpg
It looks like there's also a board on the floor between the legs that quite obviously is attached to and moves with the desk, colored to blend into the floor. It's probably there just to help stabilize the prop desk. I don't know if I'd include it in your model or not, depending on whether you want to go with accuracy or intent in the model.
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Old July 5 2013, 08:36 PM   #394
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Whatever those circular shapes on the front of the Constitution-class starships are, it is stated in the TOS-R that they numbered between two pairs of two (Lexington) and three (Enterprise).
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Old July 5 2013, 09:14 PM   #395
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

B.J. wrote: View Post
Donny wrote: View Post
Mytran wrote: View Post
I'm on a bit of hiatus from Trek-things for the next fortnight, but it'll be something to investigate once I'm free again. However, McCoy's desk is clearly placed further into the room than the deckplans show
http://tos.trekcore.com/hd/albums/3x...autyhd1310.jpg
It actually differed from episode to episode...http://tos.trekcore.com/hd/albums/2x...earshd0269.jpg
It looks like there's also a board on the floor between the legs that quite obviously is attached to and moves with the desk, colored to blend into the floor. It's probably there just to help stabilize the prop desk. I don't know if I'd include it in your model or not, depending on whether you want to go with accuracy or intent in the model.
I think that's just a shadow of the desk being cast by the light from overhead.
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Old July 5 2013, 09:20 PM   #396
Donny
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

GSchnitzer wrote: View Post
B.J. wrote: View Post
Donny wrote: View Post

It actually differed from episode to episode...http://tos.trekcore.com/hd/albums/2x...earshd0269.jpg
It looks like there's also a board on the floor between the legs that quite obviously is attached to and moves with the desk, colored to blend into the floor. It's probably there just to help stabilize the prop desk. I don't know if I'd include it in your model or not, depending on whether you want to go with accuracy or intent in the model.
I think that's just a shadow of the desk being cast by the light from overhead.
I think B.J. may be right, Greg. Several other shots seem to support what he's saying. This one, for example:

http://tos.trekcore.com/hd/albums/2x...ktimehd784.jpg
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Old July 5 2013, 09:27 PM   #397
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
GSchnitzer wrote: View Post
B.J. wrote: View Post
It looks like there's also a board on the floor between the legs that quite obviously is attached to and moves with the desk, colored to blend into the floor. It's probably there just to help stabilize the prop desk. I don't know if I'd include it in your model or not, depending on whether you want to go with accuracy or intent in the model.
I think that's just a shadow of the desk being cast by the light from overhead.
I think B.J. may be right, Greg. Several other shots seem to support what he's saying. This one, for example:

http://tos.trekcore.com/hd/albums/2x...ktimehd784.jpg
Holy moly! Look at that! Well, I stand corrected.

I guess as they are constantly scooting this thing around from shot to shot, it would be easy to torque the legs and break them off. So I guess this would add some left-right stability. Don't know if I'd add it or not.
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Old July 5 2013, 09:42 PM   #398
marksound
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

In this pic there are dark lines between the table legs. It looks like there is a base for the desk.

http://tos.trekcore.com/hd/albums/2x...ktimehd784.jpg

EDIT: Well, it looks like you guys got there before I did. lol
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Old July 5 2013, 10:09 PM   #399
Robert Comsol
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

GSchnitzer wrote: View Post
The only difference is that that the Burke 116 chairs have raised "arms," while he 115s don't. You can see the difference between the two types of chairs in this shot from "The Conscicence of the King:"


Is it normal that the back of the "116" tilts further back than the "115"?

Bob
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Old July 5 2013, 10:20 PM   #400
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Robert Comsol wrote: View Post
GSchnitzer wrote: View Post
The only difference is that that the Burke 116 chairs have raised "arms," while he 115s don't. You can see the difference between the two types of chairs in this shot from "The Conscicence of the King:"


Is it normal that the back of the "116" tilts further back than the "115"?

Bob
Yes, the profile of Burke 116s have them reclining a bit more than Burke 115s. The above shot shows that pretty well, but when you Google images of Burke 115s and 116s and compare then, you can see that they do that even in pre-tricked-out-for-Trek chairs. The slightly diferent angles on the backs are the reason why the decorative triangles you can get for the chair backs actually have slightly different contours, and you need to specify which model of you want to get the triangles for. The wrong triangles mean lots of sanding and bondo.
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Old July 5 2013, 10:22 PM   #401
marksound
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny, I'd like to say that you're doing excellent work here. Very realistic.
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Old July 6 2013, 12:19 AM   #402
STRenegade
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Of most blueprints I find them to be sensors(lower left):

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Old July 6 2013, 03:02 AM   #403
Nightowl1701
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

It did seem nicely fitting to me that the NX-01 had its' deflector dish in roughly the same spot on the bow.
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Old July 6 2013, 03:20 AM   #404
blssdwlf
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

Donny wrote: View Post
GSchnitzer wrote: View Post
B.J. wrote: View Post
It looks like there's also a board on the floor between the legs that quite obviously is attached to and moves with the desk, colored to blend into the floor. It's probably there just to help stabilize the prop desk. I don't know if I'd include it in your model or not, depending on whether you want to go with accuracy or intent in the model.
I think that's just a shadow of the desk being cast by the light from overhead.
I think B.J. may be right, Greg. Several other shots seem to support what he's saying. This one, for example:

http://tos.trekcore.com/hd/albums/2x...ktimehd784.jpg
Based on those two screens the board appears to be black and reflective. And weirdly, also raised at one end. Is it McCoy's ergonomic foot rest prescription for himself?
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Old July 6 2013, 06:46 AM   #405
Albertese
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Re: TOS Enterprise Interiors -- Unreal 3 Engine

STRenegade wrote: View Post
Of most blueprints I find them to be sensors(lower left):

These are from the FASA RPG maps for their old Star Trek RPG. They were heavily influenced by the FJ work.

To my knowledge, FJ was the first to suggest these were scanners. Personally, I'm all for it. I love the idea that these round lights are sensors. In fact, in my deckplans project, all of the round portholes on the ship are windows for sensors and scanners.

However, nowhere in the show, or, as far as I know, MJ's notes, was any identification made for these three lights. I prefer scanners, myself, but TPTB at TOS/r seemed to prefer the idea of them being windows.

In either case, seems to me that Donny is trying to model the sets we actually saw on-screen, so I imagine that what lays behind those three circles is entirely out of the scope of what he's trying to do.

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