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Enterable Vulcan/Medieval building

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.jpg
http://sto-advanced.com/tavern2.jpg
http://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.
Post edited by pendra3780 on

Comments

  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited March 2013
    pendra3780 wrote: »
    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.jpg
    http://sto-advanced.com/tavern2.jpg
    http://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.

    I think you used the outside of the buildings as the walls?
    [SIGPIC][/SIGPIC]
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited March 2013
    Sounds about right, gammadelta2. Can't see any other explanation, really.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • gammadelta2gammadelta2 Member Posts: 117 Arc User
    edited March 2013
    I want to know what the male costume is? :)
    [SIGPIC][/SIGPIC]
  • pendra3780pendra3780 Member Posts: 0 Arc User
    edited March 2013
    I think you used the outside of the buildings as the walls?

    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 :).
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited March 2013
    I've done this in two of my missions. It takes a lot of tweaking, but it's easy enough to make a Medieval or Renaissance setting. The new TOS vases and the mess hall bowls (on redshirt) help. There are also a few tables that look ok in those setting.

    Additionally, the Vulcan bench (found under buildings) looks pretty good on those sets, as well as the potted fern plant.
    [SIGPIC][/SIGPIC]
  • pendra3780pendra3780 Member Posts: 0 Arc User
    edited March 2013
    The Vulcan bench also makes a good carpet.
    Still, the floor, the ceiling and the method to enter and leave remains a question.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited March 2013
    The floor is a standard asset. One of the building block foundations looks like that.

    I don't see a ceiling.

    I'm guessing there's a gap in the wall near the plant.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • pendra3780pendra3780 Member Posts: 0 Arc User
    edited March 2013
    The floor is a standard asset. One of the building block foundations looks like that.
    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
  • skydawnknightskydawnknight Member Posts: 12 Arc User
    edited March 2013
    Only reason why I know this is because I'm working on something similar for DA Part 3.

    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.
  • bazagbazag Member Posts: 375 Arc User
    edited March 2013
    I'm not sure about the roof supports possibly steal them from the Bajoran map, or other premade?

    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.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited March 2013
    Hunh, you're right, I was thinking of Foundation block 05. But it's tan brick.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • pendra3780pendra3780 Member Posts: 0 Arc User
    edited March 2013
    You almost got everything right. The floor is indeed the internal of the of the U shaped large Vulcan building.

    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.
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