Author Topic: Interior Props  (Read 4700 times)

Offline Shinzon

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Interior Props
« on: September 13, 2009, 01:38:33 AM »
Discuss the latest update, dated September 12th, 2009, located here.

Offline Poseidon

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Re: Interior Props
« Reply #1 on: September 13, 2009, 01:49:42 AM »
Beautiful!!!

It is the detail I am seeing now that will set this game apart!!!  Anyone out there going to mod all of the smaller equipment? 
The interior sectional look fantastic!  Hope we get this level of detail "in game"!  I just can't wait for the main frame game function UI to be done!  I will get started once that gets done!
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Offline Red Ace

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Re: Interior Props
« Reply #2 on: September 13, 2009, 02:23:27 AM »
The update doesn't seem to load on my computer. Anyone else having this problem?

Offline MR_7

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Re: Interior Props
« Reply #3 on: September 13, 2009, 02:25:51 AM »
Considering my kettle broke this morning and i haven't had a cup of tea for nearly a day, it seems that inteceptors lovely cup will do.

Will the replicators work on orders

brill 10/10 again, ( deosn't look like i'll ever go lower than 10 )

Offline Ryan

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Re: Interior Props
« Reply #4 on: September 13, 2009, 03:53:20 AM »
The update doesn't seem to load on my computer. Anyone else having this problem?
I'm having this same issue.  It's working intermittently but I can't get the expanded view of the screen shots to work.

Edit: Ok, got through everything.  I keep saying it, but the attention to detail is what is going to make this game, in my eyes.  This update just maintains it.  Well done, Interceptor.
« Last Edit: September 13, 2009, 04:00:01 AM by MyOwnSling »
oh hai

Offline MajorD

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Re: Interior Props
« Reply #5 on: September 13, 2009, 04:15:59 AM »
The prop page is loading extremely slowly for some reason.
  • That first bat'leth is nuts, it looks taller than a man! But it makes sense to have divergence in bat'leth design, that's why I like the second one a lot. We've also seen two major design variations, that ancient bat'leth on Worf's wall in TNG, and The Sword of Kahless. Don't forget the Mek'leth.

    Out of context a lot of the stuff looks too big, but based on the other pictures it's the lack of flesh on the dummies that may be throwing me off, because everything looks well proportioned in the other pictures.
  • Treasure chests, arr!

    The style of the medical gear is cool but without a contrasting surface or environment it's harder to see than if it were white or otherwise brightly colored. Since it isn't field gear it isn't too much of a problem, but if you can't find a bone setter healer device because it's on top of a console of the same color, that's going to be a big problem. That sort of thing happens to me, I have a black cloth for cleaning my glasses and a black wallet, and black keyboard, and they can all get lost in each other, except for the board because of its bigness.

    I really like the antigrav pallet, but I think it needs to lose the rails and slope in back. One, they aren't high enough to keep anything on board if the pallet tips to far, or if an item is jarred enough that it would tip since there is extra space around the items. Secondly, it's not for people so safety concerns like that aren't an issue, especially with a low speed vehicle like that. Thirdly, and most importantly it hampers the ability to load and unload the pallet. The rear sloping is good looking but it's not needed, because the rear portion doesn't do the lifting, so structural support like that isn't needed. A minimalist control section might be best; just a protrusion to stand on or seat and a little column with an interface, or nothing but a PADD used as a remote. Standing or sitting depends on how long a person will use the device at a time and how fast it can move. If it's faster than a slow walk then it needs to carry the operator, if it's used for an hour or more at a time, then it should have a seat.

    I like the sconces, I suggest looking through the Artemide and Design Within Reach catalogs for further light fixtures and furniture respectively. All of your fixtures and furniture fit right in with TNG, but for that reason are also conventional, or in a single case down right bad, I'll get to that. The designs can withstand and use some pushing and inspiration from high end design.
  • There's the chair I don't like. It doesn't make sense. The pillow in back is just high enough that it can be used as a rear elbow rest, which is really good design, but it's offset back so the actual back begins further forward and makes it so you can't just lean back. The sides of the chair are just high enough enough that you can't sit sideways nor spread your legs out to either side, but are too low to use as arm rests. It also has no space under the seat, so you can't put your feet underneath you when you lean forward slightly. The other, more conventional, chair has similar but issues, but its footprint is maller. There's a book called Rethinking Sitting by Peter Opsvik which may be useful.

    The scene itself is great.
  • Another great interior, and I can see now that the mugs are proportioned well. It could use more drinking wear, though. Schooners, steins, tea cups, double wall insulated glasses, a force field cup and plate.:D
  • That chair beside the bed is a pretty agronomic design but could use more thickness and vertical rounding. Also, the scene is really dark for a medical area, unless it's night.
  • The white lines on some of the equipment does help distinguish it.
  • I love the giant fishtank, it could just use more stuff inside it. Maybe a 3D viewscreen in back on either panel, so it looks like it's going off into an ocean or pond, in the same way a zoo might put a mural in back to give the same effect.
  • The room is awesome, because of that view. It's something they wanted to do in Trek but never could because of budget, so they had to keep reusing the same wall in almost all rooms even where it didn't make sense.
  • Coffee warming tray?:D
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Offline joe5

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Re: Interior Props
« Reply #6 on: September 13, 2009, 05:33:12 AM »
this is slitly of topic but i was wondering if those are night shots becuse they were to dark

Offline 11001001

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Re: Interior Props
« Reply #7 on: September 13, 2009, 05:39:39 AM »
These props really are a work of art, will you be able to move them like twisitng the screen around on the desk or throwing a cup across a room, or pick up a PADD and read off it.

Offline MajorD

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Re: Interior Props
« Reply #8 on: September 13, 2009, 06:35:34 AM »
I forgot to give my over all impression. The scenes are all good enough that they could be from a show or movie, and the props give an effective feeling of the rooms being lived or worked in without being overwhelming.

I also have an idea for art. Instead of 2D pictures, I think there should be 3D picture frames that look like they're windows into a 3D environment, and fully 3D holographic statues.

Are you going to have Worf's chair at any point? It was designed by the guy who wrote the book I mentioned in the previous post.
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Offline Red Ace

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Re: Interior Props
« Reply #9 on: September 13, 2009, 06:36:13 AM »
I love this update, please make it like Half Life 2 where we can throw some of these things at let's say a Borg.  :D

Offline MajorD

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Re: Interior Props
« Reply #10 on: September 13, 2009, 06:40:16 AM »
I love this update, please make it like Half Life 2 where we can throw some of these things at let's say a Borg.  :D
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Offline Aresius

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Re: Interior Props
« Reply #11 on: September 13, 2009, 07:55:44 AM »
Wow, many impressive things. I agree that the bat'leths look too big. The chairs in the 3rd image are a bit strange I'd say, they somewhat look not so comfy as they may should.
Looks like we're examining the medical/science officers quarters... ;) Quite a thirsty fella.

Too bad most of the lightbulbs don't get delivered until tuesday... again.

Offline Luke

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Re: Interior Props
« Reply #12 on: September 13, 2009, 08:23:51 AM »
Hey there, :)
Thankyou everyone for your thoughts and improvements, below I'll respond to a few of your words.

The attention to detail is what is going to make this game, in my eyes.  This update just maintains it.  Well done, Interceptor.
Thankyou :)

I was wondering if those are night shots because they are dark.
They're not supposed to be, I must have a brighter screen than some, the shots look fine on my end. I'll make sure they're brighter in the future.

I really like the antigrav pallet, but I think it needs to lose the rails and slope in back. One, they aren't high enough to keep anything on board if the pallet tips to far, or if an item is jarred enough that it would tip since there is extra space around the items. Secondly, it's not for people so safety concerns like that aren't an issue, especially with a low speed vehicle like that. Thirdly, and most importantly it hampers the ability to load and unload the pallet. The rear sloping is good looking but it's not needed, because the rear portion doesn't do the lifting, so structural support like that isn't needed. A minimalist control section might be best; just a protrusion to stand on or seat and a little column with an interface, or nothing but a PADD used as a remote. Standing or sitting depends on how long a person will use the device at a time and how fast it can move. If it's faster than a slow walk then it needs to carry the operator, if it's used for an hour or more at a time, then it should have a seat.
I do appriciate the time and thought you've put into this, however at the end of the day, this is just an antigrav pallet :P. As you said, the railings and sloped walls are there purley for aesthetics and i don't think retaining them will hamper the ability of our AI crew to go about their cargo moving needs. For the sake of realism/ real-world usability and believeability though, i will look at removing the walls and railings in favour of something more 'flat' and accessible.

There's the chair I don't like. It doesn't make sense. The pillow in back is just high enough that it can be used as a rear elbow rest, which is really good design, but it's offset back so the actual back begins further forward and makes it so you can't just lean back. The sides of the chair are just high enough enough that you can't sit sideways nor spread your legs out to either side, but are too low to use as arm rests. It also has no space under the seat, so you can't put your feet underneath you when you lean forward slightly. The other, more conventional, chair has similar but issues, but its footprint is smaller. There's a book called Rethinking Sitting by Peter Opsvik which may be useful.
I agree, thanks for the book recommendation :), i'll certainly have a look.

...It could use more drinking wear, though. Schooners, steins, tea cups, double wall insulated glasses, a force field cup and plate.:D
Oh definatley! more drinks, cups and bottles are planned, aswell as food.

I love the giant fishtank, it could just use more stuff inside it. Maybe a 3D viewscreen in back on either panel, so it looks like it's going off into an ocean or pond, in the same way a zoo might put a mural in back to give the same effect.
I like that idea.

The room is awesome, because of that view. It's something they wanted to do in Trek but never could because of budget, so they had to keep reusing the same wall in almost all rooms even where it didn't make sense.
Yeah, i love that image so i tend to use it everywhere :P

Are you going to have Worf's chair at any point?
I am now :)
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Offline Mardoxx

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Re: Interior Props
« Reply #13 on: September 13, 2009, 09:19:52 AM »
no crocodile alligator?

Offline Red Ace

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Re: Interior Props
« Reply #14 on: September 13, 2009, 09:37:34 AM »
You know I wonder what ship are those interiors for...but I know that's for another update down the road.  :(

Offline szekeres2008

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Re: Interior Props
« Reply #15 on: September 13, 2009, 02:39:14 PM »
 Now this as something unexpected  :D I love those crew quarters, good job!

Offline MajorD

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Re: Interior Props
« Reply #16 on: September 13, 2009, 03:53:30 PM »
I do appriciate the time and thought you've put into this, however at the end of the day, this is just an antigrav pallet :P. As you said, the railings and sloped walls are there purley for aesthetics and i don't think retaining them will hamper the ability of our AI crew to go about their cargo moving needs. For the sake of realism/ real-world usability and believeability though, i will look at removing the walls and railings in favour of something more 'flat' and accessible.
I just realized something, how do they get the cargo on and off? The pallet has no visible means of loading and unloading like a forklift. How about a tractor beam, either on the plallet or on the ceiling riding a rial? At least that's my first though, take a look at the image below.

Robotic arms and shuttles with mechanical lifting latches. Another option are self attaching antigrav handles. They were used at least once in TOS, you just stick the device to an object and the object can be lifted like it weighs nothing. I think a similar device was used in some TOS movie concept art, if not a film, and it was a hand size round device designed to slip into a slot on cargo pods. So, the operator of the pallet could fly up to the cargo, and stick it with an AG handle to load onto the pallet. The AG handle can even be used for moving single items without the pallet. There are loads of options to play with for cargo handling.

Quote
I agree, thanks for the book recommendation :), i'll certainly have a look.
You're welcome.:)

Quote
I am now :)
Awesome!

You know I wonder what ship are those interiors for...but I know that's for another update down the road.  :(
I think it's the Excalibur.
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Offline szekeres2008

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Re: Interior Props
« Reply #17 on: September 13, 2009, 05:15:36 PM »
Can we customize our own crew quarters in the final product?

Offline Darkthunder

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Re: Interior Props
« Reply #18 on: September 13, 2009, 05:36:40 PM »
In response to MajorD:

In the 24th century, all cargo is loaded onto "anti-gravity platforms" and thus no need for forklifts or other large equipment. Was seen in a few TNG episodes.
// Darkthunder

Offline 11001001

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Re: Interior Props
« Reply #19 on: September 13, 2009, 06:25:28 PM »
Im sure in one of the TNG episodes there was a small tractor beam at the opposite end of the cargo bay for lifting the heavy loads. It looked like a small square box on a stand I think.