• Welcome! The TrekBBS is the number one place to chat about Star Trek with like-minded fans.
    If you are not already a member then please register an account and join in the discussion!

Donny's TOS Enterprise Interiors

I see you've included the FJ inspired floodlights above the bay doors while maintaining the original look. Great job!

One thing you might want to consider -if you want to bother with such detail- is to make the red rectangles above the alcoves look like the red alert klaxon lights from the full-size sets, but just turned 90 degrees sideways of course.
 
I see you've included the FJ inspired floodlights above the bay doors while maintaining the original look. Great job!

One thing you might want to consider -if you want to bother with such detail- is to make the red rectangles above the alcoves look like the red alert klaxon lights from the full-size sets, but just turned 90 degrees sideways of course.
They actually use the same texture as my red alert panels used elsewhere, they just don't have the rectangular frame around them. Are you suggesting I should add the rectangular frame as well?

It should be noted I I do have a plan to update the red alert effect soon to be more accurate to the show. I need to schedule myself some time to go back and polish a few of the earlier assets.

As far as the "FJ-inspired floodlights", I assume you're referring to the two identical structures at the top of the hangar ceiling above the bay doors? I actually didn't change anything about their appearance or shape from what is seen in reference of the original filming miniature of the hangar bay set. Perhaps you're just seeing them from a different angle and are surprised at how elongated they actually are? Because I was surprised too when I modeled them.
 
Last edited:
Which was does this hatch slide? Is there more room to the hatch's right before hitting the outer hull?
They slide outboard, and no, there isn't enough room before hitting the outer hull. But, as stated before, the observation deck also protrudes outside of the hull. There just isn't a way to make all of this fit inside the hull without dramatically changing the proportions and dimensions of the interior sets or the exterior model. I'm going to restort to game engine trickery to hide the areas that protrude outside of the hull anytime the player might be viewing the exterior of the ship (for instance, on approach in a shuttlecraft). It's cheating, for sure, but again, my goal is not to create a bullet-proof technical document of the structure of the Enterprise, but more to provide the illusion that everything fits inside from a first-person persepctive, even when it may actually not. There are parts of this project that will not hold up to technical scrutiny but I will try my best to maintain the illusion it's a seamless immersive experience from a first-person perspective
 
It's kinda like the large doors on the cargo deck of the Refit separating it from the hangar. As cool as the concept is, there ain't no space for 'em! ;)
 
Maybe this is a rare case where the doors hinge? I mean, they don't look like the doors on the rest of the ship after all.

What do you do to open the doors? Do they just whoosh open like the regular ones?
 
@Donny, this looks great.

Do you intend to let us see what's behind the presently white observation windows, or will the interiors of the observation deck, control booths, etc. not be integrated with the hangar bay proper? Apologies if this has been addressed already.
 
@Donny, this looks great.

Do you intend to let us see what's behind the presently white observation windows, or will the interiors of the observation deck, control booths, etc. not be integrated with the hangar bay proper? Apologies if this has been addressed already.
The observation deck/booth interiors are there already and integrated, but the windows are opaque/emissive on the sides facing the hangar bay (as seen in all VFX shots of the hangar bay set) and transparent on the sides facing the observation deck interior (as implied in "The Conscience of the King"). This is sticking with what we see on-screen.

I'd considered making them transparent on both sides, but this presents a problem. Because the observation deck interior geometry does not fit inside the exteiror model, I will be programming the geometry to hide (effectively unloaded from the game) whenever the exterior of ship is loaded (for instance, if the player is on a shuttlecraft approaching the open hangar, as I'm planning to do). If those windows were indeed transparent from the hangar bay, you'd therefore see that there is nothing behind the windows upon approach. So, the fact that the windows are opaque/emissive in the show helps hide this transition of hiding/unhiding the geometry that would be otherwise jarring. I'm going to have to program a complex system which hides/unhides parts of the map based on what's visible at any given moment.

NOTE: This technique is very common in games. It's called "level streaming" which allows parts of a map to load/unload based on where the player is, to save on CPU and GPU load during play. If the player is in section A and can't see section B, there's no reason to have section B loaded and therefore draining the computer's processing and memory power.

What do you do to open the doors? Do they just whoosh open like the regular ones?
All the doors will swoosh open like most other doors on the Enterprise, except when the hangar bay is depressurized. When the hangar bay is depressurized, all doors into or out of the flight deck will be inoperative, Each doorway into the flight deck will also feature green/red indicator lights above them (as seen in TJTB) to notify crew members whether access is possible.

What if they slide up (or down)?
Sliding up would therefore cut into the observation deck interior geometry, so that's out. Sliding down may be possible depending on how I model the hangar deck below the flight deck. Having the hatches swing on hinges is an interesting and the least problematic, except for the fact that doors on the Enterprise usually do not swing. I will investigate/toy with the idea.
 
Last edited:
There's not? Andy drew them so the panels slide over one another.

Sorry to hijack for a second, but do you have a drawing of that? I don't think I've seen one. I had the same thought but didn't see the evidence in the paintings I've seen.
 
They slide outboard, and no, there isn't enough room before hitting the outer hull. But, as stated before, the observation deck also protrudes outside of the hull. There just isn't a way to make all of this fit inside the hull without dramatically changing the proportions and dimensions of the interior sets or the exterior model. I'm going to restort to game engine trickery to hide the areas that protrude outside of the hull anytime the player might be viewing the exterior of the ship (for instance, on approach in a shuttlecraft). It's cheating, for sure, but again, my goal is not to create a bullet-proof technical document of the structure of the Enterprise, but more to provide the illusion that everything fits inside from a first-person persepctive, even when it may actually not. There are parts of this project that will not hold up to technical scrutiny but I will try my best to maintain the illusion it's a seamless immersive experience from a first-person perspective

Sorry.

I'm not sure about a swinging hatch ... the pocket doors always look more air-tight -- although it can obviously be done. I like USSGlenn's suggestion of going up and down. Failing that, how about making those hatches telescope/collapse in on themselves? Say in three or four segments?
 
The observation deck/booth interiors are there already and integrated, but the windows are opaque/emissive on the sides facing the hangar bay (as seen in all VFX shots of the hangar bay set) and transparent on the sides facing the observation deck interior (as implied in "The Conscience of the King"). This is sticking with what we see on-screen.

I'd considered making them transparent on both sides, but this presents a problem. Because the observation deck interior geometry does not fit inside the exteiror model, I will be programming the geometry to hide (effectively unloaded from the game) whenever the exterior of ship is loaded (for instance, if the player is on a shuttlecraft approaching the open hangar, as I'm planning to do). If those windows were indeed transparent from the hangar bay, you'd therefore see that there is nothing behind the windows upon approach. So, the fact that the windows are opaque/emissive in the show helps hide this transition of hiding/unhiding the geometry that would be otherwise jarring. I'm going to have to program a complex system which hides/unhides parts of the map based on what's visible at any given moment.

NOTE: This technique is very common in games. It's called "level streaming" which allows parts of a map to load/unload based on where the player is, to save on CPU and GPU load during play. If the player is in section A and can't see section B, there's no reason to have section B loaded and therefore draining the computer's processing and memory power.
Thanks for the explanation. That makes a lot of sense.

The only alternative that comes to mind would be to have opaque windows when the hangar doors are open and transparent windows when the hangar doors are closed and the player is inside the hangar bay (after a brief "defogging" period), but the idea that in-universe the windows would automatically transition like that under those conditions doesn't really seem believable to me.
 
Freakishly low looking ceilings compared to the height of the furniture.
That's Franz Joseph's plans, brought to life! The deck schematic and mention of 24 decks are clear indicators of where they sourced their information from
 
I didn't spot them! :eek: Jeepers, those are going to make the crew look like Tom Thumb. Is it just that we are used to seeing the modified burke chairs in a more suitably sized set though?

What drew my eye was the height of the doors and doorways vs the ceilings; 7' ceilings with doorways scaled for 10' studio flats. Classic FJ :techman:
 
Last edited:
I was going to do some work on the flight deck floor tonight, but since I'm leaving for Vegas in the morning, I figured I'd take it easy tonight. Which ended up with me roaming around my project anyway to take some "fly on the wall" shots of each of my TOS sets so far. Since I won't be posting any new hangar work for about a week, I figured I would leave you with these. Enjoy, and thanks to all who contribute to this thread/project!



EDIT: Ugh, I just realized you can see the bounds of the door’s trigger volume in this next shot. I’ll have to retake when I get back.






 
Last edited:
If you are not already a member then please register an account and join in the discussion!

Sign up / Register


Back
Top