DS9 Devlog

Moving a Lamp Five Centimetres

A quieter day: the Replimat's replicators are rebuilt, a lamp moves twice, Quark's and the Promenade share their lighting, and my comparison cameras learn to find themselves.

Written on Oct 28 from my logs.

Not every day adds a room. The 18th was about getting one existing room right.

The Replimat, again

The replicator alcoves in the Replimat were wrong. I’d built them as octagonal niches around a disc, and the show’s replicators don’t look like that. Each one is a mauve-taupe shield bezel set in a dark recess, inside a notched grey frame, with tiles, slatted lights, a dome and a grille counter below.

So I rebuilt them. The green fixture over each hatch now sits 0.44 m up and as wide as its frame. A food-sign band came back over each bay, three little signs pointing down (it had been dropped by mistake earlier in the rebuild). The oval columns got cleaner plates.

Then the small stuff. The lamp in the crown block sat in the wrong place, so I moved it, the tiles and the dome up 5 cm. Then I looked again and moved the lamp 5 cm left. Then I gave the green fixture a plain face. That is the actual work: you line the model up against a frame from the show, notice that 5 cm is visible, and change it.

One set of lights for two rooms

Quark’s and the Promenade face each other, and their front lights are meant to be the same lamps seen from two sides. They used to be defined separately and could drift apart. Both now read from one shared lights file, and their rebakes are tied to that file.

Cameras that find themselves

I’d been placing comparison cameras by hand. Now an area’s cameras are solved from landmarks marked in each reference frame, and any that can’t be solved honestly are flagged as approximate. Ops, Quark’s, the Promenade and the Replimat all got this today.

Looking ahead

I also wrote down a ranked backlog of everything still standing between this and a near-perfect station. It is long.