We all know how to make enterable high tech buildings using doors and ship walls. Now here is a way to make a Vulcan building enterable. It would also double as a medieval prop.
See here:
http://sto-advanced.com/tavern1.jpghttp://sto-advanced.com/tavern2.jpghttp://sto-advanced.com/tavern3.jpg
First one who figures how this was made wins the right to explain the trick. If no taker, I will do it later on.
Comments
I think you used the outside of the buildings as the walls?
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
One point there. How about floor and ceiling? And how do you make it enterable?
The guy is a Klingon costumed alien. Full leather chest armor and some sleeveless shirt. Nothing special. I wish I could add a sword .
Additionally, the Vulcan bench (found under buildings) looks pretty good on those sets, as well as the potted fern plant.
Still, the floor, the ceiling and the method to enter and leave remains a question.
I don't see a ceiling.
I'm guessing there's a gap in the wall near the plant.
My character Tsin'xing
Nope, there is no block like that.
I don't see a ceiling.
Well, there is no regular ceiling, but I don't know how you call the woodwork that holds the roof.
I'm guessing there's a gap in the wall near the plant.
Nope, no gap
The walls are the sides of Vulcan Large Building 01. The floor is from the same building. The sides are broad so it creates an enclosure when you put them together.
The back wall looks like the side of Vulcan Large Building 02 (or 03, I forget). The tables and chairs are either Romulan or Cardassian (thinking Rom... can't quite remember that either lol). Am I close?
Edit: The other possibility is using the Vulcan building outer walls to cover up the "no collision" interior space of another Vulcan building. That, however would require the spawn point to be inside the building itself. Have no idea if that works though.
by @Skydawn - member of Starbase UGC
As to how I would make it enterable was to use a building just as the door, when you interact with the door the building vanishes and opens up the way to the 'interior' as you enter a reach marker activates and another building spawns filling up the gap left and closing the interior up.
The building will be interactable to leave again.
or alternative use invis objects to close the gap instead of waypoints.
My character Tsin'xing
The ceiling woodwork is the Vulcan tower. Sink it into the ground ad place them 9m-s offset from each other. You have a great looking roof/celing structure.
The way to enter and leave is via triggering, unfortunately, but still, it is something.
To enter the inside of a building is relatively simple. If you can't move the player, move the building!
Have the player walk up to the door like really close. To do this, just place an invis object inside. Then have that interact hide the original building and spawn up a new one slightly off position so the playe is now inside.
The leave is the same. Move the player to the door, have an invis trigger spawn a building in the original position and hide the offset "entered" building.
This is one off deal due to the triggered nature, but can add nice immersion without map changes. Also if you use actual walls and not buildings on the sides, you can have functioning windows. If you look out, you see the village, people walking around and all. This, too, adds immersion.
This vulcan building is good for that. Also, there is one with a hole inside. That would make a great trap door entrance. Also the Fed conference center works very well, too. It is pretty bug and has 2 floors inside with floor and ceiling.