DS9 Devlog

Quark's Gets a Second Staircase

Quark's is remodelled with a second spiral stair, the Promenade gets bronze doors and Odo's glazed office front, and the camera checks tell me where my model is wrong.

Written on Oct 28 from my logs.

Quark’s, remodelled

The camera checks had been saying Quark’s was wrong in several places, and today I listened.

  • A second spiral stair, on the left, going from the floor up to the mezzanine.
  • The dabo wheel now stands 0.9 m in front of the mural. In the show’s frames the wheel and the mural sit at almost the same depth on screen, and my model had them 1.3 m apart.
  • Quark’s corridor gets a blue-grey floor inlay, taken from the footage.

New on the Promenade

  • Bronze doors and Odo’s office front, now a glazed two-leaf door.
  • An east run beside Security’s front door, with the door standing on a face of both areas so it opens cleanly.
  • The upper level past the east bulkhead, over the Replimat.
  • Seams cleaned. The Promenade and Quark’s overlapped in three places: the lift housing caps reached 0.355 m into Quark’s room, the upper deck’s edges shared 142 face pairs with Quark’s wall, and the handrail ends hung in mid-air. All fixed, with a test that fails if the two ever overlap again. A later pass took 583 overlapping face pairs between them to zero.

Elsewhere

The turbolift’s standard car gets its curved window niches, plus a niche wall and insignia as their own piece. The docking ring gets bulkhead portals, a sloped soffit, a dark column and a panel stack. Security’s holding area ceiling band went up 0.4 m to match the footage’s height.

When the model is the problem

I tried to solve four Ops cameras that had never fit. None of them could be solved, and in three of them the reason was the model:

  • The office window frame is round in my model, but the show has straight edges.
  • The lift-pad arch lights are spaced too wide, and the far coffer row is in the wrong place.
  • The wardroom door: the episodes put it on the wall parallel to the table, and mine is on the end wall. That is an open question I’ve logged.

Same story for the turbolift ceiling. Two shots seemed to contradict each other about its height, and the reason was that the car’s walls were wrong first. The show’s window panes sit on a concave curved wall, and mine was flat. Looking past the door edge at a grazing angle across that curve made the shots look inconsistent. Now the curve is built.

The stale backlog

Two items I was about to start had already been fixed on main. So I sent a helper to check every open backlog item against the current code and rank what’s left by what a player would see. It’s a small thing, but wasting a helper on a finished job twice overnight is how you learn to check first.