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Donny's Refit Enterprise Interiors (Version 2.0)

Yep. That’s actually the only way to get down there. There are no visible doorways on any of those levels in the film.
However, I haven’t properly programmed the lift. Not yet anyway. The player model doesn’t exactly fit inside, so I’ll have to learn how to take control away from the player, “animate” the player camera to enter the lift, ride the lift, animate the camera exiting the lift, and then returning control to the player. With all my skills, I have yet to learn how to do this ;-)

Well, there've got to be doors somewhere in "reality." Convenient ones, too, considering that Kirk seems to love entering and exiting engineering from N-deck, even though all the stuff is on O.

Also, what happens to those HOLES in the floor whenever an elevator isn't present?

I'm more curious about how the rider controls those elevators at all. It could just be a "dumb" system if it only goes between two decks, detecting weight on the pad and arms-and-legs-inside-the-cutout, but if it goes all the way up and down the length of the M/AMRA (or at least, between the base of the neck and the top of the antimatter pods/reactor core, depending on who you ask), there must be some way to tell it where to stop. Aside from exotic solutions like telepathic circuitry and Starfleet officers having wi-fi brain chips that let them silently control doors and elevators (sometimes), the best I can think of is that it's like a Segway, and figures out where the rider wants to stop (and, I guess, if they're going up or down) based on how they shift their weight and place their feet.
 
Or a simple voice control similar to the TOS turbolifts. Perhaps with a touch sensitive pad on the railings. KISS.
 
the best I can think of is that it's like a Segway, and figures out where the rider wants to stop (and, I guess, if they're going up or down) based on how they shift their weight and place their feet.

Or maybe it's based on gaze detection and context cues?

Maybe it's the same mechanism by which the sliding doors on the ship can tell whether someone wants to go through them or not. Like in "The Naked Time" where Spock falls back against the closed briefing room doors and they don't reopen.
 
And as a Special Quarantine bonus, the bridge of the enterprise as seen in TMP!
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Times like these... I really wish someone out there had sprung to re-create this bridge in physical form. I have no interest in the TNG set (sorry!) and while the TOS set is great... it would be this set that I would seek to experience in real life.

I hope someday you'll be able to release these Donny, since it will be the closest any of us will get to experiencing this set that no longer exists, and probably never will again.
 
Thank you so much for these treats, @Donny! The realism of these places and all the details therein is only betrayed by those unrealisticly quick and jumpy movements you'll get in the Unreal engine. But still, this showcases all of your work beautifully. :bolian:
The "unrealisticaly quick and jump movements" is because I was simply controlling the player character with keyboard and mouse,

Not to mention somehow capturing or recreating the footage from the film/video loops in the circular monitors and inserting it into the 3D environment. How the heck did you do that? It's amusing that the "23rd-century" graphics in those screens are so much cruder-looking than the 21st-century computer graphics creating the environment they inhabit.
Pages and pages back, I went on a google hunt and got lucky and found quite a few video files that were actually used on the bridge set. I used which ones I could that were public domain. Others I replicated with rudimentary CG. And, like @Maurice mentioned, the "microchip" video was one he'd digitized himself.
 
I've decided to upload some of the movie files used on the bridge set. I found these two online and are public domain. A third was flagged as copyrighted when I uploaded it, so sadly I deleted it and therefore can't/won't post here:
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The following are ones I replicated myself:
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More since I could only embed 5 videos per post:




A few other of the bridge monitor screens I replicated weren't video files per se, but "flipbooks" which are multi-celled images which are played in-engine by cycling through the cells, so I'm unable to post them as "videos" here.
 
Quick question: if you were to get a video of either the TMP set or the TWOK set, which would you prefer? The TWOK set has much more to show off than the TMP set. Or should I just bite down and do videos of both?
Was going to say both, but catching up on this thread, I see you've already done so! Wonderful job as usual, Donny!
It’s just more of a mood/lighting thing. The TWOK set is more bright, less atmospheric than the TMP set.
How about the TWOK set with TMP lighting? Best of both worlds! :)
And the views of the corridor leading into the chamber:
NOTE: The painting simulating an elongated corridor was removed for this film.
Again, it'd be neat to see that corridor with the bluish TMP lighting, though. :)
Sometimes I think that starship designers just spend their time coming up with more and more elabourate ways to kill Starfleet flunkies. :guffaw:
Hey, they've got to entertain themselves somehow. :devil:
Maybe it's the same mechanism by which the sliding doors on the ship can tell whether someone wants to go through them or not. Like in "The Naked Time" where Spock falls back against the closed briefing room doors and they don't reopen.
Maybe the doors use facial recognition to scan the people near them and can tell a person's back from their front? If a person authorized to enter a room approaches a door facing front, the doors open. If they're falling backwards towards a door more rapidly, the doors stay put.
 
So, as discussed in my Klingon thread, I'll be switching to something a little more bright and comfy for a bit while I adjust to the quarantine isolation. So I've decided to revisit the officer's lounge, as I never quite finished my earlier version. I also want to put my newer Refit model out the window, and of course make some upgrades to the geometry and materials.

As I did before, I'm starting with the smaller lounge we see in TMP and expanding around it. I'll be keeping the drop-down screen walls I employed last time to expose the sunken observation pit looking out the lounge windows to the nacelles, as I like the way that makes use of the space and also preserves both the closed set we see in TMP and the more open concept we see in Probert's designs.

Eventually, I'd like to flesh out the remainder of C deck to include a larger dining area surrounding a galley.

I'll be doing both a TMP color scheme and the TWOK scheme I came up with last time. Having all these areas done will also give me a ton of assets I need to finally flesh out a TMP Rec Deck, and a TWOK Rec Deck with the new wooden/tan aesthetic.

Anyway, here are the beginnings. TMP:

TWOK:
 
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As I did before, I'm starting with the smaller lounge we see in TMP and expanding around it. I'll be keeping the drop-down screen walls I employed last time to expose the sunken observation pit looking out the lounge windows to the nacelles, as I like the way that makes use of the space and also preserves both the closed set we see in TMP and the more open concept we see in Probert's designs.

I like this idea (it tracks with how I depicted the lounge in my post-TMP novels), but is there room above the lounge for a drop-down wall? The cutaways I've seen are ambiguous (e.g. this one, which depicts it much like the one in Mr. Scott's Guide) -- they show only a narrow space between the lounge and the outer hull, but they also seem to show the lounge as nearly two stories high, which doesn't track with its appearance.
 
I like this idea (it tracks with how I depicted the lounge in my post-TMP novels), but is there room above the lounge for a drop-down wall? The cutaways I've seen are ambiguous (e.g. this one, which depicts it much like the one in Mr. Scott's Guide) -- they show only a narrow space between the lounge and the outer hull, but they also seem to show the lounge as nearly two stories high, which doesn't track with its appearance.
If you watch the video at the other end of the link @Donny provided, you question will be answered.
 
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