Lt. Commander
Join Date: Jan 2013
Posts: 129
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.
Starfleet Veteran
Join Date: Jun 2012
Posts: 87
# 2
03-30-2013, 03:23 PM
Quote:
Originally Posted by pendra3780 View Post
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?
Captain
Join Date: Jun 2012
Posts: 1,885
# 3
03-30-2013, 03:42 PM
Sounds about right, gammadelta2. Can't see any other explanation, really.
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Dalo Lorn
DaloLorn, StarCraft 2 Roleplayer and proud of it.
Starfleet Veteran
Join Date: Jun 2012
Posts: 87
# 4
03-30-2013, 03:45 PM
I want to know what the male costume is?
Lt. Commander
Join Date: Jan 2013
Posts: 129
# 5
03-30-2013, 03:50 PM
Quote:
Originally Posted by gammadelta2 View Post
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 .
Captain
Join Date: Jun 2012
Posts: 3,048
# 6
03-30-2013, 03:59 PM
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.
Lt. Commander
Join Date: Jan 2013
Posts: 129
# 7
03-30-2013, 05:42 PM
The Vulcan bench also makes a good carpet.
Still, the floor, the ceiling and the method to enter and leave remains a question.
Rihannsu
Join Date: Jun 2012
Posts: 12,668
# 8
03-30-2013, 06:25 PM
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.
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Lt. Commander
Join Date: Jan 2013
Posts: 129
# 9
03-30-2013, 07:12 PM
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
Lt. Commander
Join Date: Nov 2012
Posts: 126
# 10
03-30-2013, 07:28 PM
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.


by @Skydawn - member of Starbase UGC

Last edited by skydawnknight; 03-30-2013 at 07:53 PM.
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