That is the method I'd vote on if this were a Republic.
I thought this was the Enterprise.
That is the method I'd vote on if this were a Republic.
Yes, I believe this is possible with the Unreal engine, but I'll have to do some research. I dunno how reliable portals are in this regard, but they'd be invaluable with a circumstance like this.I think you mentioned something about this earlier in this thread, but in a game back in the early 90s there was a level the when you rounded a some corners three times you were in a completely different space, but you were actually in the same space with different surroundings. Does Unreal have a feature like that where you could have a larger space in a smaller "container" and entering that space by going through a seamless portal (shuttlecraft door)?
I believe someone mentioned the TARDIS, too.
This is why I want to resort to just scaling the exterior up to match the needs of the interior instead of using portals and differing scales, etc. One would be much more likely to notice if the interior was out of "screen-accurate scale" rather than the exterior.Not at all related to the mechanics of the Engine, but I did a shot for Of Gods and Men where I needed to take my existing Enterprise and put my existing bridge model inside it. The models were at different scales and didn't play especially nice together so I did it with compositing.
That's a long winded way of wondering what a "set scale" shuttle deck would look like if you saw it through the "model scale" Enterprise doors? (Same question for the shuttlecraft itself.) Would you eyes immediately scream to you that these things don't really fit? Or would it look OK? I'm kind of thinking it might work.
Of course you'd still have to make to DOORS match. Maybe.
Yes, I believe this is possible with the Unreal engine, but I'll have to do some research. I dunno how reliable portals are in this regard, but they'd be invaluable with a circumstance like this.
If the doorway in and out of the flight deck was a simple rectangular plane, I think a portal would work great. But in the case of the TOS flight deck, the "doorway" is a spherical clamshell opening. This presents problems. But, like I said, I'll do some research.The Starry Expanse people just had a blog post where they alluded to using "Unreal-engine wizardry" to make a duct that points in different directions at the ends appear to extend in a straight line from the inside, likely a portal. There's a comment there with a video that shows a portal performing effectively, though that's in a simple test scene, and weird things can always happen in 3D as you add more elements into the mix...
This seems like a good rule of thumb, especially since we never saw much on TOS to give the Enterprise a definitive scale, outside of seeing the shuttlecraft in the shuttle bay. You didn't really get a good idea of how big the Enterprise was supposed to be until the movies, when TMP and TWOK showed us a shuttle flying outside the ship and docking with it.Since my project primarily focuses on the interiors of the Enterprise, I think it's imperative to maintain screen-accurate scale for the interiors and adjust the exterior model as needed since it is itself more of a supporting piece for the interior tour.
In addition, we have had inclined elevators since the Eiffel Tower (or before) so the drop need not be vertical . A rotated shuttlecraft (sitting athwart ship) might have the clearance to descend at an angle to the lower deck.Okay - maybe a bit off topic (or going backwards but then...). On the flight deck elevator - you do NOT need a central hydraulic lift. If you look at what auto shops use, or what has been used (for decades) on real aircraft carriers, you will see side-lifting elevators. No need to have the decks below clogged up with that shaft...
These series of beauty shots are spot on. I get teary eyed looking at it over and over and over again. There was nothing like the Enterprise.
Thanks, @feek61. I have all those, but they're actually very helpful. I should note, if I'm not mistaken, that the last image is not of the original set, but of a fantastic CG rendition by Petri Blomqvist.
Go with what makes sense with your eyes, and stick with it. I wouldn't get too hooked on canon because a lot it is dead wrong. Heck, you're doing such a tremendous job, I'm all in on what you figured out.(Disclaimer: Forgive me, as I know some of you have been studying the flight deck/hangar deck for years, and have already come to many of these realizations. Bear with me as I study and test.)
So my initial tests at a full-scale flight deck (based on Datin's measurements of the miniature set provided by Petri Blomqvist) have confirmed this fact for me: the flight deck as depicted in the few times we see it in TOS will not fit in a 947' Enterprise. I myself am a fan of a smaller Enterprise, and am aware that 947' is the more accepted canon size of the Enterprise. Also, more importantly, walking around in first person, the set is obviously huge and feels much larger than I imagined it to be, and there's an evident abundance of empty space. Even with my 28 foot shuttlecraft. I'm aware I haven't modeled mock ups of the observation decks, but I really doubt it will make the room feel any less unnecessarily empty.
So, I'm torn. The size as I have it feels right (and is dimensionally equal) in regard to how it appeared in the canon glimpses we do get of the bay. And scaling the flight deck down to a more economical size would throw off proportions to a point where it would break from what we see on-screen. But as it stands it's just huuuuuge and empty from a first person perspective. And doesn't fit inside a 947' ship. So there's that.
My decision is this: to maintain the cavernous dimensions and adhere to my creed to stick as close to screen-accurate as possible, or do as others have done and scale the flight deck down and therefore break proportions (the observation deck and the pocket archways can't be any shorter, afterall) for something that feels much less empty and a much more economical use of space and fits in with the MJ determined size of the Enterprise.
Here's a shot to convey how large it feels from the ground, using a first person field-of-view (90 degrees)
Forgive the quality of these renders
And here's a traditional shot of my mockup with a screencap of the flight deck crudely and lightly superimposed over it:
![]()
We use essential cookies to make this site work, and optional cookies to enhance your experience.