When designing spacecraft interiors for simulation games, authentic engineering principles must guide every design decision, including maintaining airtight membranes between rooms for emergency safety, designing modular bathroom units with proper plumbing infrastructure, ensuring human-scale dimensions that exceed regulatory minimums for comfort, and creating consistent design languages across different ship areas. The development process involves translating real-world architectural observations (such as Westfield Mall's integrated bathroom fixtures) into game assets while maintaining structural integrity, accessibility considerations, and systems integration for utilities like water and waste management.
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Deep Dive
Starship Simulator - Dev Stream - Modelling A BathroomAdded:
evening all. How we doing?
Yes. Sorry about the delay. Had various technical issues. One involving my phone and the other one involving SketchUp.
But we're here. We're good. Everything's fixed.
Yep. I'm standing. I'm standing.
Oh, wow. Sophie, thank you.
Very much appreciated.
So, what we're going to do tonight is we're going to make a bathroom uh for a deck as it's the only room that hasn't got anything in it yet. So, I figured we'd um we'd have a crack at that. Um we went to a mall in London called the Westfield Mall. And if anyone's ever been to that mall, it's it's so our design language. It's absolutely amazing. So, I took some photographs while we were there. And I've got some inspiration that I want to roll with for the bathroom. So, if I show you what that is.
So, I just had to transfer all these off of my phone because um for some reason Discord had lost the um the reference to them, which was a bit of a nightmare.
Uh not yet, David. No, that's still to come.
Yeah. So, so this mall has these really really cool bathrooms where you've got things like um like the hand wash and stuff um like underneath this shelf and there's like there's no visible taps, there's no visible um dryer, nothing.
It's all completely integrated into this unit and you just kind of put your hands under it and it just works.
and um and just like the architecture and the design language and everything um I just thought was really good.
This was the uh the ladies bathroom. I sent Claire in to take some pictures.
But yeah, it's just everything about this mall is kind of like our kind of design like like like these things here just like everything about it. I was walking around thinking, "Oh, this is this is so us."
Just like simple things just like the way they're doing um you know, security desks and things. It's um all these angular edges and the curves and the organic nature of everything. I was um I was kind of really geeking out over it and the um just the shape, the way they've done the ceilings, the way they've done the paneling and uh even the plant pots.
There was a particular thing these things like they got these like information terminals which again are just kind of very us in their styling.
Oh, yeah. And they had like a a Tesla thing there. So, I was I was taking close-up pictures of all the bits of um of the Tesla robot. It's like how do the gears work? H like how do the joints fit together?
Um yeah. So, so I was like kind of really inspired by the architecture in this mall, so I thought we'd run with it for our bathroom design. So, uh, yeah. So, what we're doing is basically this idea where we've got all these, um, really kind of high tech indicators so that you're not you're not actually ever touching anything. So, you go to the bathroom, um, you know, you wash your hands, you dry your hands, but at no point are you physically touching anything. um which I thought was really kind of um appropriate for the modern age you know with like COVID and now this other thing it's you know hygiene and cleanliness has kind of become a big deal so I think like in 200 years we definitely want to have like a more advanced version of that so I think this is kind of a good approach Ah, CSI, sad to hear about your cold.
Get better soon.
Thanks, Microwork. Very much appreciated.
Yeah, you're right about the trim. Like, like I didn't notice until after Claire had taken the photos that like underneath all here, they've obviously packed it with like paper towels underneath. They must have had a leak.
But yeah, general concept, that's what we're going with.
Um, the other thing, uh, we have upgraded to Unreal 5.7.
And one of the things that 5.7 does, um, is, uh, support for Nanite Foliage. And I thought I would give you a quick demonstration of what that means for us in terms of um how we're going to do planetary surfaces.
Just load up the test level. So So this is Nanite Foliage.
Basically, um, all of these trees are procedurally generated, uh, which means they can be unique and the the animations on them are they're actual, um, skeletal meshes. So, this isn't world position offset where it's artificially kind of positioning the pixels in space based on a shader.
It's actual physical movement of the mesh. Um, and there is a wind component which generates uh all of that wind. So, they're really moving in the real world uh with collisions and everything.
Uh, which is very cool. Um, and the cool thing about nanite foliage is every single leaf is an actual physically modeled object. So, normally um with a plant, you'd have just literally a 2D plane, which is two polygons with a masked texture on top of that. Um, which is great in the old world, but in in modern engines, it creates overdraw to the extreme. So, with nanite foliage, you have physically modeled leaves, um, which obviously detail-wise is immense.
and and what you do is you feed the leaf mesh and the branch material and all that sort of stuff into the procedural ve vegetation editor. And what it does is it combines all of that to make a plant. So each one of these leaves, as much as each leaf is a separate physical mesh, um it's completely instanced, so it only costs one leaf. In fact, all of these trees combined only cost one leaf.
Uh, and if we go over here to like bushes and stuff, you can see that it's not just leaves, but we also have like little nuts and things on there as well.
So again, this is all completely instanced. Um, so the amount of detail that we can put into foliage, um, is just incredible. So if you imagine this as an alien plant on an alien surface, we can basically create create a library of of different leaf shapes. So we can have literally thousands and thousands and thousands of different leaves, different styles, different shapes.
Obviously colors we can do procedurally through materials. Um but the actual leaf itself, we just need a library of assets and then the system will create the plant. Um I guess as demonstrated here, these plants are all using the same assets although they are physically very different. So, so we can have tall spindly ones, short wide ones. We can really like go mad on the procedural generation uh when creating our surfaces. And you know, everything will be this detailed, which is very cool. And just to kind of demonstrate the extent of this, uh if we take the scale of this, let's go for say 200.
I got caps lock on 200 by 200.
So, you know, there's quite a lot of trees here. Um, performance-wise, it hasn't affected my performance at all.
So, basically, I'm still capped out.
Like, the editor caps out 120 fps. So, I'm still capped on the editor. Uh, so let's make it 2,00 by 2000.
um which is obviously exponentially more trees and I'm still capped out at 120 fps. It because it's all instanced, it doesn't matter how many trees there are.
It doesn't affect performance in any way. So you've got this many trees as in like a lot of trees with each individual leaf individually modeled and it makes no difference to performance.
Uh, I'm not sure what's going on with the shadows. That needs fixing. Um, I know that you can stop it doing that.
So, we'll definitely fix that. But yeah, every single leaf is casting shadows.
Every single leaf is animating. Like, every single tree, all of it, completely animated uh to infinity.
Like, how how insane can we make this before it breaks?
It's generating. Will it complete with that many trees?
The reason it doesn't affect the frame rate is because it's instanced.
um like each individual leaf is just an instance. So it costs one regardless of how many there are. And what happens in the background, the the LOD system for nanite foliage basically voxalizes the mesh. So trees in the far distance are just voxalized versions of themselves.
But because it's voxalized rather than being um just a 2D uh proxy popin, um you still get the full shadow response and a full lighting response because it's still technically 3D. So you get all of that like at any distance, which is amazing.
Uh the restrictions are generating it all at once. So, like we're doing here, uh, I've just told it to generate an absolutely enormous amount of trees. Um, and it's limited itself to this here.
So, if we extend this out as well, it should generate the whole lot.
I might have to um Oh, no. There we go.
It's doing it.
Because the way the PCG tool works, it looks at the um the underlying terrain.
And if if the terrain meets the criteria that you set, as in it's a certain height above the ground, uh or it's a certain angle, then it will spawn those assets. Um, so of course you have complete control over like slope angle and that sort of thing.
So it should hopefully now cover this entire square at least where where the volume extends to. It should cover the whole thing with trees.
Yeah. Well, the trees will have trees will have bathrooms. No, the other way around. The bathroom will have foliage for sure.
not this amount of foliage, but it will have foliage. And it'll be nice to um experiment with uh maybe making uh one of the new types of uh vegetation assets for the bathroom.
Uh it is tremendously cool. I agree. Oh, hang on.
Have we completed our quest of breaking it?
I think we crashed it.
Uh this is part of Unreal. So 5.7 uh introduced this. And if you've seen the the Witcher 4 demo, then um it uses that that same technology.
Let's um let's quit this because I think I've just created uh like 200 square kilometers worth of trees.
Yeah, this is a new Unreal tech. So, any game using Unreal has access to this from 5.7 onwards.
So the the challenge for us with our planetary terrains is um breaking this up into um discrete tiles so that as you move across the planetary surface, it's generating trees and rocks and rubble and things um as you go rather than creating one huge volume and say right make all the trees at once because uh clearly that doesn't work.
That's more like it. Giant plane.
Let's do this without breaking it this time.
So, I'm just interesting to see like at ground level just how many trees is that? It doesn't actually give you a count, which is a shame.
Yeah, I'm not sure how it caches it. So, so the way that the PCG tools work is basically you create a volume and then that volume um is sampling the terrain within that volume and then it's applying rules to that terrain to decide what to spawn um based on its grid. So, it can even spawn things on other things. So you can create a spawn grid on say a rock. Um and then if you if you just take the the normal direction from the faces on that rock, you could then spawn say moss on the rock's surface. Um because it it can calculate all of that itself um and work out what goes where.
And then you just define things like how dense you want it to be populated um and what the rules are for for where things can or cannot spawn. And you can also everything that spawns, every class of object um is aware of other objects that are spawning around it. So you won't spawn something inside something else because it knows there's something else there on that grid already.
Um I'm I'm hugely excited about getting into this as you can probably tell. Um, you know, once we go into doing planetary terrains, uh, I'm I'm really looking forward to making like planetwide jungles, um, that are really like genuinely densely like populated with foliage.
It should be very cool.
I shall leave that generating in the background.
Well, funnily enough, um using instancing like this um we could generate a a city planet um populating it with buildings rather than trees. So if we treat those buildings in the same way that we treat that we treat rocks and trees and everything else ultimately it's just spawning a static mesh. So if we have static meshes of buildings then yeah absolutely we could fill a terrain with those buildings. We'd have to build up um rules for things like roads. I think that would be a real struggle. Um but if we were scattering buildings like trees then yeah definitely we could. Um, it's it's the other detail that you'd have to get right. It's the roads that make it difficult.
Uh, marco. Do you mean microaer?
Uh yes, doctor.
So I also um I said yes when SketchUp wanted asked me whether I want to upgrade. Uh so there might be some weirdness with SketchUp tonight as well.
So this is the space obviously that we have to work with. Um, so we need to make the bathroom fit.
So if we grab a copy of that and then we'll uh rotate it 180° there.
Right.
Make sure I'm dealing with the right room. Okay. Okay, so this is the space that we're going to plunk our bathroom.
So, we need to look at the size of the cubicles.
Um, and then work out, you know, how many cubicles we can realistically fit along one side of the wall. Uh, and looking at it the right way up, I think we'll um we'll have the the sink and everything on this side. So, we'll have a sink along here with some mirrors on the door side. Um, and then we'll have the cubicles on uh the side without the door cuz we'll have more room there.
And I'm thinking probably we'll have room for four.
I mean, three comfortably, maybe four to push. Um, yeah, we shall see. Uh, just look up UK building rags. UK building rags for bathroom size.
Um, so code compliant minimums are generally 70 cm by 130.
Oh, that's tiny.
Oh, hello Sketchup. How I've missed you.
So, 130 70 130.
Wow.
That's crazy tiny.
Where's our test dude?
That's an uncomfortably small space for a bathroom. That's mad.
So it says new build dwellings require a 1.5 m turning circle and at least one bathroom.
So six 60 cm clearance in front of the toilet between toilet and the door.
Okay. Well, I think it's safe to say that um our bathrooms are going to be far far larger than what regulations require cuz that's mad.
Um, I'll have a look PSV. Um, I mean, definitely yes. I mean, we will be procedurally spawning like bugs and insects and things on planets where appropriate. And we'll probably do that um as as point objects. So, I know with um Oh, there was a tech demo that Unreal released um when they were when they were sort of showing off Nanite the first time and they had like a room full of little black bugs which were basically particles and like you shine your light at them and they all kind of scamper away. Um but the the logic behind all of that was basically they were just particles. Um they weren't like properly rendered objects. So we can do something like that where we treat bugs and insects as particles within the world so that we can have like flies buzzing around and insects crawling on the ground like a lot of them over a wide area um without it being performatively bad.
Okay. So, we've got about 7 m worth of space.
So I think we can comfortably make that into four cubicles along there.
And I guess we can bring each one forward. Let's say to the wall. Although it wouldn't be to the wall, but it would be to there. So from there we say 2 m deep and that's a significantly larger bathroom than what regulations would require.
And that still gives us uh to where the wall would be. So there's three and a half meters there give or take. Um if we have sink units come out to about there.
Yeah. So a good 3 m worth of uh floor area for walking around on.
Obviously, um, space works differently when you're dealing with a game engine. Um, when you're actually walking around it, you know, you've got the camera and you've got the the mesh um, physics constraints. Um, so things generally need to be a bit bigger than what they would be in the real world. Um, but I think this is going to be big enough.
And then yeah, then this end one uh can just be basically the full width cuz we can just have a an angular wall inside the end one. That would work fine. And I I'll I'm going to punch a window through here. So, we'll have just like a little port hole window just so that as you go in through the door like your your view is extended outward into space, which will be quite nice.
It's not a bad shout Ian.
Uh, simple things. Thank you. Yeah. Um, when I'm when I'm building systems, I build with multiplayer in mind because it's much easier to to think about multiplayer as you go rather than trying to to kind of hook it in afterwards because multiplayer makes everything, I think, no probably no exaggeration, probably about 10 times harder because you're not just firing an action through between systems. that has to go through an authority pass as well. And you need to make sure that the thing that you're messaging has authority to do that. And then it's just simple things like if you want to set a variable and you want to set that as a replicated variable, then the thing setting the variable then needs to have authority from the server in order in order to do that. So there's a lot of things which become a lot more complicated once you add networking into the equation. So yeah, absolutely build for networking from the beginning if you're going to go multiplayer because doing it afterwards means a whole rewrite, like literally a complete rewrite of most things.
No worries.
Uh, about 10.3 times harder, I'd say.
It's easier to work on it over here where we're not getting trapped. in other geometry.
You will be able to boldly relieve yourself shortly.
Is this finished yet? I know it's still stuck on three out of 10.
Four out of 10. Oh, hang on. Is it doing it?
Oh, yep. We've got trees.
Oh, sad face.
Yeah. Okay. It didn't like doing that many at once.
So, one of the things we're going to have to do with the bathrooms is um is the doors can't uh slide. So, they can't be like pocket doors like these ones.
Obviously, with these ones, we're we're creating um something for them to slide into, but these ones can't do that.
They're going to have to turn.
So, we just need to make sure that our our clearances are good for that.
So once we had the thickness of the wall panel uh and the size of the toilet uh we need to make sure that the door uh is able to to open and close with plenty of clearance there.
So if we assume that size to begin with Um, we could have them swing out, but I think that's probably just going to get in the way. I mean, bathroom stalls generally swing inward, don't they?
And they're they're going to be um British style, not American style.
Like one of the things I found quite traumatic visiting the States was how like in public bathrooms like the doors don't go all the way to the bottom. Like they're really high. There's like a huge gap under all the doors.
That freaked me out. That did.
UK bathrooms tend to be a bit more private than American ones. At least from what I've seen So, one thing I'm trying to decide is do we do the window this style where we cut through horizontally.
Um, or do we follow the contour of the outer hole? Now, the reason I did this originally is so that it gives us a window ledge. Um, if we have it angled, then it removes some of the interior space because obviously you're coming down at a diagonal. Um, same at the top here. So the window the window is lower because you're coming down at an angle for the bathroom because it's just a a port hole really. Uh it doesn't matter quite so much.
See instinct really I want to make sure the design is consistent all the way across but it doesn't need to be. Yeah.
If I make it horizontal then it's basically it sticks to the design language we've already established. Um which is probably a good thing.
And to be honest, we can go with the same height as well if we do that.
Yeah, it would be nice. I mean, this one at the end could have an external window, but uh I think we'll keep it we'll keep it so that the communal bit where you wash your hands has a window and the stalls themselves do not.
Okay. So, we want to go from there across.
And then this one came down to there, which is probably a bit on the large side for the bathroom.
So, maybe we'll go with making it a bit taller than that. I think if we wait until we've done the um the hand basins area, then um we'll know what the best height would be for that.
And we'll keep this end wall plane.
And then we'll have the the sink unit come out as it goes across.
Does it have a window?
Oh, wow.
I've never been up there.
I don't tend to to go to London very often. The only times I'm there are usually uh on business. In fact, I don't think I've gone there just as a tourist in in quite a long time. It's always been business related for one reason or another.
Yeah, I think maybe about that seems about the right size and height.
Again, it's just um it's just a port hole, so it doesn't need to be huge.
Yeah, it's it's nice actually to be modeling again. It's um it's definitely been a while. I haven't touched SketchUp in quite quite some time actually. So, um, yeah, it's kind I'm a bit rusty, but hopefully that, uh, won't detract from what we're doing.
I'm actually going to, um, grab that and then delete it.
Just so we've got a reference to the room without all the rest of it getting in our way quite so much.
And similar with the framework, we get rid of all of that.
Actually, no, we don't want to delete it from there, do we? We want to grab that like Okay, now we can see what we're doing a bit better.
So, what I always try and do is match the uh the geometry of of the interior with the framework to to the paneling.
So, we do things like we leave uh a gap around there purposefully um and all along here purposefully so that we can have a curved panel that fits into that space.
So, the the the lightning and access holes um always sit in between uh where we where we would be drawing the ceiling panels. So obviously that would be a wall panel there and that would form the ceiling panel there.
Um now having the stalls there obviously complicates that a little bit because we're we're breaking our uh our rule with leaving an edge.
So, I might do is either shorten this section or extend it even across because we might be able to split this into um into two.
Um I'll have a go at it. router. Uh, it does package. Um, so I've already done a test build on 5.7 and happy to say I gained an extra 5 FPS. So, uh, obviously there was a bit of optimization under the hood when Unreal. So, FPS went up, not down. That's always a good thing.
Um, the main reason actually that I moved to 5.7 is because, uh, Unreal have fixed the bug where you can't enable stereo rendering for VR. um it works in 5.7 so that will really help with VR performance.
Let's just give this another try actually while we're modeling.
Actually, that gives me an idea. Let's wait for that to open a sec.
Yeah. So when we're generating stuff on surfaces, um obviously you can see that it it does it procedurally. Um so we would give that a seed value, but we'd want it to be obviously tiling those instances.
So as you're moving around, um it uses the camera in the world as the origin points. Um and it will create tiles of detail uh lined up with the camera.
So if we do that a minute.
Yeah. So, we would take our big old tile of stuff.
Cat, you're in the way.
Everyone say hello to Garfield. You can just see his tail.
Yeah. So, you can do something like this where we tile it rather than have um one giant generation region and then we don't have that um giant crash problem when we'd be doing it.
But yeah, so there's a lot of trees.
And as you can see, my frame rate is capped at 120, which is the engine cap.
And as before, detail down to the individual leaf level. And um we're still hitting 120.
just doesn't matter how many trees there are.
But how's it how cool is it going to be when our planetary terrain is is built this way with this much ground foliage uh to be flying over in a shuttle. Uh again, we'll we'll fix the shadows so they don't have a a banding problem like that.
Yeah, it's going to be really really cool. Just sort of flying over forests in a shuttle looking for a clearing to set down in. That's the um that's the bit that I'm like just super stoked about doing. It's going to be amazing.
And then yeah, when it comes to the ground stuff, I don't know why it's doing that. That's that's indicative of um like what's going on behind the scenes there.
That one's all right. Wonder why this particular one's doing that.
Always bugs with things, isn't there?
But yeah, but yeah, when it comes to the ground clutter, so obviously we'll surround this with with rocks and small plants and um little creatures and things and then boom, you've got a planetary surface.
So uh yeah, cannot wait to get started with that tech. It's going to be a lot of fun.
So we've got Yeah. So that's basically 2.3 m. So it's slightly wider than our kind of our 2 meter cap that we try and put on um tiles in the world. So if we were to move that because what we try and do where possible is have the the inside layout uh mirror that of of the outside. So that if we are uh actually more more relevant on this side. Uh if we are opening up um the corridor side to access pipes and cables and things um then we want the inside edge to be solid because um because these rooms are supposed to be pressure vessels. So once once that door is closed, this is supposed to be an airtight unit um with its own limited oxy oxygen supply. So that in the event of an emergency um the room itself becomes your your safe harbor. Uh you know, same with the conference room. Uh if if there's a loss of pressure in the corridor outside, you'll be safe for a period of time in the actual room because it's airtight.
So, we just want to make sure that when we're building the uh like the ceiling geometry and such that we've got that that physical separation between the rooms even in the ceiling cavities. Um so that we've got so we're maintaining that that um that airtight membrane.
Yeah. Well, given that the uh the bathrooms are actually on uh on the outer hole at the top there. Yeah, you could literally eject the toilet through the ceiling. That would be quite funny.
Garfield, don't get angry with me. This is my mouse and my mouse mat.
Come on, get your claw out my hand.
Thank you. No, no, no.
I'm being bullied by a cat.
Yeah. So when I when I do the the ceiling structure, uh there's obviously there's consequence to moving things. So if I move that um to form uh the end of that So then that basically extends that wall all the way up into the ceiling cavity.
Um then I would need like a second one of those across there.
And then we'd need to um adjust the ceiling bits uh to compensate for that as well.
So we need to take that and move them over there.
And the same on the other side so that we're forming um more discrete sections.
Then when it comes to the window um we'd have to um do what we've done on this side which I've now deleted.
Uh where is it? on here where we are basically stopping that bit of framework. Um but on the inside it's still structurally supported um by the metal.
We just break um the stiffening the stiffener on the inside.
Obviously, we've got um engineering rules and we try to stick to them so that the entire ship um is designed, you know, with those engineering rules in place so that every every aspect of the ship um is predictable and built to a rule set that's been predefined.
Just helps keep everything uh always consistent and logical.
So, be able to move that like that.
And then I'm assuming we should be able to grab that other edge from there.
Okay. So, then the the top of the cubicles basically line up with the support structure that goes through there.
And then we still maintain our edge there.
Our ceiling cavities are still uh fully enclosed.
Let's um let's just grab a pre-made model of the toilet a minute so that we can get some scale.
Ideally, we don't want a live one because they tend to be annoying to work with.
Let's go with that one that says product. Does that mean you got to pay for it?
Guess not.
Obviously, this is just a a test of scale. This isn't the the mesh we'll be using in the long run, which will make a sufficiently futuristicy looking one.
Futuristic, but practical. That's kind of what we try and go for. So it looks the part while still, you know, making some logical sense.
Yeah. So, that's um I'd say it's a generally generously sized bathroom uh widthwise.
And we could potentially be a little bit more generous um on the length so there's more clearance with the door.
That's true actually. Yeah. If if for some reason the ship does lose gravity, then yeah, you'd expect the toilet to be able to deal with that situation without any unpleasantness.
Yeah, it's the Muelum.
Okay, so I defin I definitely think we're looking comfortably at four four toilets there. That's more than enough room for that. Um, I guess we also need to roll. I did actually see the model for that.
Was it there?
Oh, it's one of those live ones.
Uh, whatever. We'll go with the defaults.
Yeah, see that's a good question. Like in the future, you know, are we still using toilet roll or have we come up with some other intriguing way of doing things?
Have you heard of the explanation as to what the seashells are actually supposed to be for? Like one thing I I watched, someone was saying that the idea behind the three seashells is that you use them as scoops. You're like just scooping yourself clean. And that just seemed way worse than toilet roll.
interesting point. Um, yeah, I suppose I guess Bday is a quite a a continental thing. I don't know how it is in the States, but certainly in Europe, you see them more in the continent than you do in England. I mean, I've literally never seen one in England. I can't think of a a single example.
I've never used one either. So, yeah, bays are a mystery to me.
But it's um yeah, it's a good point. I mean, if if if the toilet itself was capable of doing the cleaning, then you wouldn't need paper. Um, especially it has like a blow dry function as well.
Okay, sounds good to me. So, we have a like a little um a little control panel on the wall would be good for that.
Now, when it comes to plumbing, um we're actually okay in that regard because every single wall on the ship has this um 40 cm cavity. So it doesn't matter whether it's an internal wall or an external wall. They all have the same uh cavity in them. So all the pipes and all the utilities and stuff can all run in the walls um without any issues. We just need to pick at what point around the deck do we um we look on this one. It'll be easier to see. So So we've got that cavity in the walls there. Obviously the doors don't go all the way to the top.
So we can go we can go above the doors with with things if we need to or through the floor.
Um but yeah, so that cavity exists.
Then we just need to think to ourselves, you know, where where across the deck do we do we drop down uh to the deck below?
was obviously all the pipe work up on A deck needs to go all the way down to um F deck where like the water recycling hardware is going to be. So there needs to be a a continuous run of of pipe work going all the way down. So that's just something we need to think about as we're doing this.
But yeah, I think we'll um probably go the outer route. So, run the pipes this way. Uh, and we'll take them down through maybe through the outer skin and then we'll be able to um because actually that's a good point because we've got another bathroom obviously downstairs um almost underneath this actually.
Where is it?
Where is that one? Because we've got It's going to be about here, isn't it?
Yeah. So, so this here, this is the bathroom down on B deck. So, if we've got our bathroom on a deck here, just so happens that we've got quite a generous cavity uh on this bit of framework, uh which only exists really to to balance out the design on the corridor ring.
So, we can actually use that cavity um maybe for some pump hardware to be honest with an access panel in the bathroom down here.
So, if we're running our utility pipes from the back down here, we can run them through the outer hole uh down into here and then that can join up with all the pipe work uh that's in the bathroom here.
And then the common the common downpipe for all of that can go down through through here down into C deck.
Uh and then drop down maybe down through either this side or this side through here because this uh this run basically from these sections go these go all the way down on top of one another. So you've got a vertical drop all the way down to F deck.
Yeah. So that's probably the best way of doing it. So if we were to drop down here, we can bring those pipes down that cavity there and then that will run all the way down to F deck.
So that will come down here and then from there uh the water recycling stuff.
Yeah, cuz the engineering control room's this side. So, life supports on this side. So, actually life supports already on the other side of the wall from there. Um, so maybe if we were to bridge through.
Yeah, because the opposite side of this um is obviously that the VIP quarters which also has a cavity.
Um, yeah, because we've got this this cavity on the other side. So that would be mirrored on this side. Uh which means we can actually take the pipes through there and come down on this side and then on this side on F deck this gap here is where the water recycling is. So um so we can link all the pipes up.
Yeah. So this bathroom will go this way through there and down over there. And this one can come through that wall there.
come through in the same point. And all of that can all drop down uh this corner. And then when we get down um to ultimately F and G deck cuz it's two two decks tall. Um we can then have all of those pipes coming out of the wall uh into into the water recycling room. And then for the the rest of the ship, uh we'll have to run those those pipes through uh and maybe have them come down in the corners, uh at each point around the deck. Um because most of these decks stack neatly on top of one another. So you've always got these corner cavities uh where we can run things up and down.
So you can see there that that cavity there is the same all the way up. So you can go all the way down for dropping pipes and things down.
Okay, sounds like a plan.
Yeah, we'll have inline pumps, I think, for handling that.
Um, I'm not making all the bathrooms at the same time per se. Um, but once we've made a toilet, for example, then we'll probably reuse that model uh in many many places. Like once we've made a bathroom for a crew quarters, a lot of those assets can just be copy pasted all over the ship. So in in some ways, yes, we are making all bathrooms at once.
Uh okay. So typ typical sink height.
Actually more so than that uh UK building rags for public bathroom sink height.
Uh so standard public wash basin while not strictly regulated for a height in standard non-accessible stalls height of 850 to 900 mil is commonly recommended.
Okay. Well a lot of our handrails uh 1 meter. So 900 mil is just shy of that. So let's go with 900 and see what that looks like.
That's 90 cm. Basically, it gives us a sink height of that.
See how he feels about that.
Yeah, I'd say that was reasonable heightwise.
Maybe if we just drop that down the extra five. So, that makes it 85.
And of course we've got the um bit on top. So if we say that do that.
So remembering our concept art for uh the Westfield mall bathrooms, we'll do something like this. So, we'll have one long sink that goes all the way along.
Uh, and then we'll have these really cool kind of futuristic hidden tabs and soap dispensers, which will make all nice looking. And then, of course, we need um couple of mirrors above it. And we're also going to have some uh tasteful wooden trim as well.
So, if we were to pull that across there, obviously we need to have a think about um access through the door and how much space genuinely that's going to actually need to take up. Obviously, it's um it only needs to be big enough for four people to use.
So yeah, this is only essentially the bathroom for the bridge crew. So um yeah, you're looking at probably never all four in use at once unless um the bridge crew all had the same thing last night and it didn't agree with them.
Yeah, dangerous.
Um, yeah, I guess we'll we'll build uh some kind of trash recept receptacle into the design. Um, I think actually not sure whether we had that on the mall pictures.
Um, I recall them having like an embedded silver thing.
Oh yeah, there we go. So, so this is one of the other bathrooms in Westfield. Um, and you can see their their bins are actually in the wall. They're like embedded. And again, love the design language of everything they've done here. And um, what's that? So, we've got should be three, shouldn't it?
Yeah. Soap, water, and dryer.
Yeah. So, nicely underlit. Um, we can do trash recepticles in the wall like that.
Um, yeah, that will do, I reckon. Um, do we have any other examples?
I'd love to know actually who the designer was for those. I mean, I did actually um try googling it to try and find the name of the designer, but um it just says Westfield Mall Group. I can't actually find uh the person or architect firm that actually did the like the ground level design uh in the bathrooms themselves.
Obviously their design is quite stark and quite white. Um, so we won't do that kind of thing. It's going to be um we'll have a lot more in the way of wooden paneling. Um, we'll have the white plastic um physical paneling the same way we do with the rest of the ship. Um, but where the way the sink works with the the hidden uh the hidden utilities and the little lights and things on the front, we'll definitely use that. Um, and we'll go with a a more sort of mirror design that's more in keeping with our ship design.
cuz theirs goes something like that. So, you've got that kind of sink that just kind of slopes away from you. And then the drainage um is like a little thing all the way across the back there.
And we'll just embed all the utilities in there.
Okay. So, in terms of our person, obviously, if they're if they're using the sink, we don't want them to be like in the way of the door when you go in.
So, just need to make sure we've left enough space there for people to get in and out comfortably.
This is those um kind of human foot traffic tests you got to do when designing interior spaces.
And I think we'll have the window go uh just across the back there, filling that gap if we leave the same space away from that edge than we do here. And then we'll just uh position the window neatly uh so there's equal gap on each side just to keep it uh balanced because I do love me some symmetry.
something like that.
And then we can um just adjust the framework as needed.
So the framework on this side um can't move really because that that forms our a ceiling join at that edge. So that needs to be able to support our curved top.
Uh and similarly on this side, this bit has to stay. Um, but we're more flexible on this side. So, this doesn't need to be a curved top, per se. Although we could we could always curve that side and that side uh and give us a a more centralized kind of ceiling panel because obviously we need to um give it some kind of an ornate ornate light fixture on the ceiling.
Yeah. So if we were to do that, then we'd treat that side as the wall and then we'd have to come out at 50 from there and back in 1.25 because we're measuring from the middle of that. So, we'd be measuring to about there, which should be 50.
Wait for auto save to do its auto saving.
So, we grab that.
And we bring that forward just a smidge.
Say another 20. That makes the stall depth.
Let's make sure we get this right. 220.
So that's 2.2 m, which means we've got plenty of room for the door to swing open.
Obviously, this end one's going to be naturally more generously sized because it's on the end.
Yeah, we um we use very much physical 3D printers.
uh there will be no wheelchairs.
So, we've we've spoken about this before about um how we want to handle disability within the game and ultimately we've got robots walking around and the the technology for prosthetics is um 200 years more advanced than it is today. So there won't be need for wheelchairs in this future.
Actually, these need to move over a tiny bit because of that edge. Need to line up with the frame there.
Doesn't matter if we take a bit of space away from this one because um it's uh it's already more than generously sized.
Okay. So, that would be uh the space that we dictate that we need to be able to uh reserve.
I'm not sure that I can reserve the full amount actually on this side. It should be 50. What are we doing? Uh 49 50. Oh, I did 50. So, it should be 50 cm from the outer wall. uh to the middle of the the beam.
Logically, I should have done it from there. Really, it's just it's give us a enough room to put a 30 cm curve on there and still have a flat bit uh where we can put bolts in.
Yeah. So that would mean that the middle of that beam has to line up to that.
So that's exactly 50.
And then we'd come out that this easier.
So then we come out 30 cm that way and then we go 30 cm that way and then that's our curve.
So that would be the top of the uh the panel.
And obviously we um uh turn that into a corner piece in that corner. And then that bit would go all the way across and again have a corner piece at the other end. Need to merge that in. So that would blend smoothly into that.
Maybe even curve all the way down to be honest.
Then we'd have that same same curve on this side above the sink.
And that kind of creates the the smooth organic shape for everything. And then yeah, and then we'll have to turn that ceiling bit there into segments.
And then we can bring in the ceiling panels. Um, to be honest, we probably we can probably get away with just making them uh big wide panels just with a a light fixture in each.
Although these um these runners going along here don't necessarily need to line up with that.
What we could do is maybe line these up with the cubicles.
And if we lose that one, that actually gives us a a fairly balanced design because we've got one panel that's going to come up and over there. So that'll be one solid panel. And then similarly on this side, we can have a solid panel that curves down.
And then we will fit our ceiling design into there.
Or we keep that separate and then move that to there.
Do it that way.
And just keep that distance sort of equidistant between the two. And then we have two large panels with two smaller end pieces, which I think is more more realistic from a design perspective.
Just need to line that up.
Yeah, I definitely want it to be organic.
Okay. So, designwise, we definitely want um definitely want those nice curved edges on here. So, this is going to have to come out in a nice curve there. And the same on this side. Come out in a nice curve.
Um, and we'll also have the bottom bit in a bit like that.
Again, just to add a bit of bit of visual interest and it's handy when you're standing in front of it because your feet can kind of fit under it a bit better.
So, what I'll do is I'll probably um I'll build that as a subdivision model just so that we can do all the organic organic edges.
Then we'll um do the middle bit probably separately.
Okay.
Um, so what I'm tempted to do is build build the individual wall panels and then have the sink uh as a separate unit um which is kind of counter sunk into those panels. So if we uh sort of leave a gap where the panel is like some wooden like a wooden trim around that um and then this kind of looks like it's been slotted into place inside those panels.
So the same as we do uh let's let's get rid of our huge forest and go to the level a minute.
Uh, no. Didn't want that. We wanted that.
Yeah. Let's save our forest. Why not?
I think this is the first time I've opened this level since upgrading to 5.7. 7. So, it's probably doing a bunch of Yeah, there we go. Shader compiles and usual thing we have to wait for with Unreal doing shaders.
I'll leave that compiling for a minute.
Okay. So, so these two panels with a flat bit um are going to be really simple because we're literally just doing a pretty standard wall panel across there. Um same on this side. These should be pretty easy to model. Uh this corner piece here is going to be mildly more challenging. Uh I'll probably just create a path and have it follow that.
Um, I guess similar on this edge. We can just have it create a path.
Yeah, we should be right.
Nothing too overly organic with that.
But the um the unit itself, that's going to require uh probably a lot of organic intersections. So, we're better off just subdividing that one.
Okay. So, let's just grip that up a bit.
Obviously, it's going to have to come forward of this framework piece. And then on top of that, we've got uh 5 mil rubber seal that goes behind all the panels. Um then we've got a a 2 cm wooden bit.
Uh, and then there's a small gap and then a an inch thick white panel. Uh, so the sink can't go any further back than that to make room for the paneling there.
So I think what we'll do obviously we want the mirror above it.
So, if we do maybe the wooden trim wooden trim around it like that and then have this just be white or it will add snazzy pattern on it just to make sure it's not a plain white block.
Uh, and then we'll embed we'll embed the mirrors on top of the paneling across here.
And I really like the I like those mirrors that have um like a screen hidden behind them so that the information kind of glows through when you're looking at the mirror. Um so it' be cool to do something like that.
See if I can find a picture of one mirror with data display. I've always wanted to build one.
Yeah, something like this.
So, basically, you've got a screen hidden behind the mirror and the obviously because the screen's lighting things up, they show through the glass.
Um, so it looks really really cool. So you can do things like um like get weather forecasts and things on the glass shining through.
Trying to find a better example of one.
Okay. Yeah. So, something like this. So, so above the sink and everything, we'll have um mirrors that have LED strips around them because who doesn't love LED strips? Um we'll curve off the edges to give it that kind of squared circle uh style that we have. Um and then we can put something on the glass just to give it that smart smart glass look. Um, and we'll do the same in all the crew quarters as well, so they can have little panels on them showing information. I'm not sure what information, but I'm sure we'll find something to show on there just to give it that nice kind of futuristic edge.
Yeah, we shall see. I'm not sure what I'm going to do floorwise. Um, I think we'll go with uh like a poured resin floor.
Maybe with some little flexcks in it.
Something like that.
Is this working yet?
There we go. Is okay. Yeah. So, here's the here's our working space.
So, if we um where we've done the panels here and we've got this kind of wooden trim going around them uh with the white set back uh the same as as here. I suppose we've got the white panel is sitting proud of of the wooden background. So, you've got that kind of gap between the two.
So, if we do the same thing in the bathroom, um, where we've got the wooden background with the white paneling over top, um, it means we can use the white panel to define the shape of the design because the the the wooden bit behind is just literally a a square of wood and then we we cut the cut the white panel to shape to give it that kind of visual interest. So, we can do the same thing in here.
Maybe even come down a little bit of an angle. Um, then we can just define like how much of a gap we're going to leave.
So, how much wood do we want to be exposed and then the actual unit itself um will sit um in front of the wood and also we'll put uh some LED strips behind it. So, in in many cases like this, in fact, I might go ahead and do that at some point, is we can embed LED strips um in the cavity uh between the white panel and the wood just to cast some light down under the panels.
Lighting um with things like mega lights is becoming largely free to render these days. So, it means we're a lot more um free with what we do lighting wise.
Okay.
You're allowed to be inspired by something.
We're not copying the Westfield Mall design like verbatim. Um, but the only thing about it we're copying really um is is the little light displays along the top of the sink. Um, that's just so cool and so futuristic looking. Like we're not copying anything else with their design, just the lights or the icons.
Uh, speaking of which, here's one I prepared earlier. So, it's just making some um some graphics. So, what we'll do is we'll um we'll have like a little hand with little symbol or maybe we'll just go with the symbol itself and uh just not have the hand. Um but we'll have these as lights in in the various sections and have them shining through.
So, we got one for soap, bubbles, uh obviously one for water, one for air, and um yeah, so we could we could just have literally just the symbol. Um but it's kind of nice to have the hand there as well, but we'll see how much space we've got. It might be that we don't actually have a lot of room for those, so we might just go with just these.
Uh, the YouTube player has been fixed for a while, hasn't it?
When did you last try it?
Uh, yes, the sinks will have water. So obviously we're not going to simulate the flow of water leaving the sink. Um but it it will just spray water. Um what we will do though is with sinks and the toilets is we'll have the physical pipe work there in the same way that we do um with the electrical cables and and the plumbing for the reactor, but it's going to be a simple check um like is there an end toend water supply?
If that pipe is broken anywhere between um the water plant and the sink, then the sink won't work. Um same with the toilet. If if the toilet water in or toilet water out, if either of those don't have continuity all the way down from source to destination, then that will be classed as not working and therefore the MPC will refuse to use it.
So there will be failure states for the plumbing, but it we won't be modeling the fluid flow um to those things. It's just going to be a case of is there continuity? Yes or no. Basically, it's as simple as that. Um, and obviously if if the A deck uh bathroom wasn't working, so if all four of these toilets broke on a deck, then the NPCs would then have to go down to B deck to use those toilets, which of course is extending the time they're taking to go to the bathroom, which has a knock-on effect of operations on the ship. So, we want everything to be influenced by by the environment, and we want the NPC's performance to also be influenced by their environment. So, if all the ships are broken on the toilet, then you're going to get a situation like you have in the Sims where they're wetting themselves and then they're feeling really bad about themselves and their performance drops even more.
So, it's the NPCs will be affected by stuff not working around them.
Obviously, that's that's the next layer of depth to add once we've got their basic logic down.
It's funny because uh Claire asked me earlier, she said, "Well, surely surely toilets don't break on starships." And it reminded me of um that US aircraft carrier that was late to turning up to Iran because none of the toilets were working. They had to go and get them all fixed. So like you've got this multi-billion dollar aircraft carrier full of multi-billion dollar planes and ordinance and none of it can be used because the toilets don't work. Kind of funny really.
What I'm going to do, I'm going to um mock this up into a model.
And then we'll um we'll actually export it and look at it on in Unreal um so that we can get a feel for uh the actual space that all right cuz it's good to be able to walk around these things as you're making them. Um because otherwise it's um it's not always obvious that you're you're nailing that human scale.
Oh, it's been a while since I've done this.
Uh so we don't want to do it as a DAE file. We want to do it as an FBX.
So, class test and we'll call it um a deck bathroom test.
Hopefully, it's remembered um the settings here so I don't have to kind of work out scaling and which way is up.
So, we use the uh ad interior walls level.
Why can't I see FBX? I'm sure it's there somewhere.
So, that one file should work.
Oh, put it in a folder. Why would it put it in a folder?
Oh, cuz it exported it with textures, which we didn't want it to do.
And why is it 265 meg?
Hang on a minute.
That doesn't sound right.
Definitely not right.
Uh file export 3D model.
Uh ah yes, export only the current selection. Uh do not export texture maps. So it didn't remember my settings from last time. Uh units should be in centimeters to match Unreal.
Yeah, that should do.
Let's try that again. That's better.
Threemeg. Much more like it.
Great.
I don't want it to import anything. I don't want it to export anything. When we're exporting from SketchUp into uh into Unreal, we only want the base geometry and nothing else.
Okay.
And we want to make sure we have a a two-sided version of this. So that because obviously we're just doing single planes.
Let's um just pop this in place a bit so we can see what we're doing.
Okay, then we can start thinking about our lighting.
seems like a very narrow toilet.
Okay, let's um let's just give this a test material. And I think we'll stick that in this folder so that um I know oh actually move it to the test folder. Um so uh test material white two sided.
So we want it to be a two-sided material. We want it to be white.
Um no metallic.
If we make it fully opaque, fully rough rather we can call.
Don't know what channels these are, but okay.
Oh, that'll be the bar. The toilet. Of course. Of course. Of course.
Okay, let's um let's give that a bit of reflectivity.
So, because the test map um is using the same actual um level files as the full ship, uh we should have the same stuff in the same place. So, this bathroom should be accessible uh on the test map. It doesn't take forever to load.
Oh yeah, I forgot I filled this with test hardware.
So looking at this from the perspective of um like the character's camera, I think that is a bit too low down. I mean, from a from a human perspective, obviously, you know, bending over, that's probably about right. Human scale.
Um, but obviously camera scale for the character mesh might be a bit lower down.
Although um you know with that whole making it with VR in mind thing um things have to be human scale in VR otherwise they just look wrong. So um yeah it was always this kind of balancing act between what what feels good from a firsterson camera and what works in VR.
So, I think that needs to definitely stick out more.
Um, I think we'll leave it the height it's at. We'll just make sure that the um the lights are obvious on there.
Yeah. And I think sizewise in the stall, I think um it's definitely more than enough room for the door to close. And I think um the doors are reasonably sized again on a human scale kind of about All right.
Not sure what's happening with the frame rate on the test map. That's doing weird stuff.
Something on the CPU thread that's um not happy.
Okay, I think we're good with the scale.
Okay. So, if we move all of that forward, maybe a further 10 cm or so, and then we can move that back the same amount.
And then the same there.
Okay. Okay. So, I think what we'll do is if we do the I guess the stalls first because they're arguably going to be easier to model.
Um, and we'll do a similar thing with those where we'll have um wooden trim just to keep it kind of highend.
And we'll have the door go all the way to the floor. Um, let's we grip that up and make it its own object and get rid of those ones.
Make that component.
Okay. So, we want it to be So that's 2 in thick.
Obviously, it doesn't need to be hugely thick.
Um, but we can use that to add detail.
Let's give it a little bit of a kick plate at the bottom. Let's go with 15 cm.
Let's have that go all the way around.
Now we can just bring that in slightly.
So, something um CLA was talking about again going with the whole um in the future we shouldn't be touching anything kind of vibe um is that the doors themselves should be automated and not require you to touch them in any way.
So, kind of wave your hand over a sensor and the door just opens.
gonna be. That would suck if you were on the toilet and like um like you got stretched or something and accidentally waved your hand over the control and the door just goes.
Maybe have it on the door.
Yeah.
Obviously, we'll have like a little uh lock and unlock control on there as well.
Leave a 1 cm gap top and bottom.
That does sound horrifying.
Oh yeah, I forgot I moved this one.
Let's just move that over.
Sure that lines up still.
Okay. Okay. So, I think what we'll do is make make the bathroom stalls as um like modular units that get bolted into place. Um obviously, you again this goes back to the whole designing it as if it's real thing. So, we always have to bear that in mind. If we were really building this, how would we do it? And I think modularity is definitely uh what we'd be looking for.
Yeah. So, we'd have the framework like that. So, we'd have like visible bolts on there. Same visible bolts there and on there. And then, yeah, probably another set here.
Unless we went with um an angled section like this across there. Maybe we could always do that.
Um similar here. So as much as we do have our um existing framework uh which is true for the rest of it I think but we'll um adjust the framework on this side to uh accommodate the installation of these bathroom modules. So we're always building the framework with with the internal paneling in mind because we know we know in advance what's going to be put there. So we know that the spec for the framework needs to obviously cater for that.
And so it would mean mean we need Yeah, I guess that can just go there anyway.
But at the same time, you'd need to um adjust the ceiling side of things.
To be honest, given the the lack of um an actual ceiling panel, if we make it a modular a modular um unit, then um we don't need the ceiling attachments anyway.
So that can kind of take care of itself.
So that Yeah, that would need cutting down.
They uh components they are how how often are they used? Just the bathroom.
Yeah. So they're only used in the bathroom, which means we can happily edit them.
Hey, swap talks.
Uh, yeah, mirrors can be true mirrors.
Um, you need to tick something in the project settings. Um, and I can't remember where it is.
Something in rendering. It's like support like clip plane something like that.
Yeah. This. So um so if we enable uh global clip plane for planer reflections um it does add a bit of overhead um but um it does allow then actual proper reflections on flat surfaces. So anywhere we need a mirror we can create a proper true mirror in the game. Um you just create um like a big rectangular asset basically that acts like a mirror. Um but it does increase the base cost. So, I'll I will profile with that on and off and see whether or not it makes um a significant difference to the base cost of the game.
Um if it doesn't, then yes, we'll have proper mirrors. If it does, then we'll find some other solution. Maybe it will just reflect geometry and not the player themselves.
But yeah, there's a way around it if need be.
Okay. So given that we don't need that, we can in fact do that.
Actually, that's a good point. I can um if I borrow that face there, what I can do is I can use that to create uh the inner wall for that.
Just carry that through to there.
If I copy that, delete all that, and then get rid of that.
It's probably going to go all the way across. So, just get rid of those, in pop that in there.
I've lost my power bar plugin. That's not good.
that instead.
And of course, it has to go all the way to the bottom as well.
So, if we component that up and pull that out, then um we can start trimming off the stuff we don't need.
Right.
So, those are our baseline uh bathroom modules that we're working with. So, that that and that should be identical. Um, so what we want to do really is grab a copy of that, make that a component, and then delete that.
Copy that across there twice.
Right now, each one of these uh is independently buildable. And then this one can just be done in isolation.
If we first that face, we're all outward facing.
uh this is on the Miguelan class. So where are you? So this would be the conference room where you start at the moment. Uh and the bathroom is in the room immediately next to that. So the bridge the bridge is here. So, you walk out the bridge and it's the first door on your left.
So, we can potentially just thicken that wall like that. Um, Obviously, you want the um the inside of the cubicle to be like designed to be reasonably high level looking without being too over the top because it is ultimately just a bathroom store.
I'm tempted uh to go with a similar approach uh to how we do the rest of the walls.
If we um just copy that over there, remove that from the group.
So, same difference. If we do uh a 1 cm gap, I suppose same again. Oops.
Want that to go down a level.
See every layer of detail we add, we are making the bathroom ever so slightly smaller.
Another inch.
Um, so what we've effectively done here is made three layers.
So, if we were to paint all this one our charcoal color, then that's kind of like the the gap that we make between the white panel and the wood.
So, we lift that up a bit. Say 20. kind of similar to the bottom of the door.
Um maybe actually one more.
Okay. And the same with this Okay. So, we've got our uh little cavity behind there, and then the inner wall uh would be the wood.
And that would be the same material we use on the doors that just um just carries that design language through from the rest of the ship. Um obviously pop that back on there mirror to all of them.
And I think we need um I think rounding off those corners uh I think would be nice and on here as well. So, we'll um round off that corner and that corner so it's a bit more um less harsh edges. Um obviously, we need to build a door frame that has uh the hinges and stuff on it.
Just thinking about the way these open.
Obviously, right now they're mushing through the geometry, which we don't want.
Uh so so realistically this would be set back against the inner edge like that because you'd want the um you'd want the door overlapping ever so slightly. So if we say one and one, so you got that slight um slight privacy overlap on the edges, which means that the hinge if the autosave lets me.
So the hinge would have to be here. Um so the pivot point is kind of here somewhere. So it swings um it swings inward from about like there and then when it closes it's flush. So if we um can add one cm either side then put that up against that panel. So when it closes, it's um it's completely flush against that panel panel there.
Then we can round off these edges. Make that a bit nicer.
Yeah. So, we'll just have to um work out where our pivot point is. Um and then we'll build we'll build the hinge on the inside of the door frame. So, that will obviously be visible when you're inside and the doors closed.
I think we can um we can live with a small gap there.
Okay.
So, let's let's round off some of these corners.
So, copy that.
All that. Pop just that one in place.
Okay. So that's our outer edge.
So yeah. So depending on how we how we do this, obviously each one needs to be modular, but um we need to have that curve on the inside. Um but if we also curve the outside then you know you're adding curves between the modules which means you're moving uh where the attachment points would be which is not the end of the world because we can just add uh add the brackets as we need. Um I suppose actually if they're curved on the inside I suppose that you'd be doing that anyway.
And obviously we need to uh sort of demonstrate the plumbing as well.
Okay. So if I was to do that that that keep that bit um keep that bit flat across there.
So, I'm just thinking of how we're attaching that to the to the actual ceiling piece.
Ideally, we want like a curved bit all the way around. Um, but if we're curving we're curving it this way, then we can't have a curve that way. Um, unless we just have that kind of sitting in front of it as a as a front piece.
We also want to curve that inside edge there as well.
Yeah, I think what we might have to do is maybe take take the outer frame uh literally as a frame um literally made out of metal that gets slid into place. And then the other aspects of it are uh just interior paneling.
So if we were to want to make it too obvious um because anything we do with this is going to be visible in the door frame.
Um, so we just go with a 1 cm thick metal framework to go around the module.
Um, okay.
Let's just see how this end one attaches. A minute.
Um, yes, you you make a good point, Belorian. I think um the the reason that we even started this project to begin with is because it was a thought experiment on if we were building a starship for real, how would we engineer and build that starship? and and that's still very much our drive and why we're doing this. So, the reason that the ship feels so cohesive, the reason that everything feels real on the vessel is because we're making it real. So, you know that when you step into a bathroom on the ship, everything's been measured properly. It's been designed properly, and it's it goes through the same design process that a real bathroom would go through. It's not just thrown together because it's in a game. So, yes, the process takes longer from this side of things. Um, but it it's worth it in the end because what you get at the end is a much better a much better architecturally designed result.
I guess that's just it. You know, attention to detail does take time.
Yeah, I did briefly briefly um consider the idea of a a rollup door, but I I think um yeah, that causes more problems than it solves.
Yeah. Ultimately, a door is a door.
It's um Yeah, it serves a purpose, doesn't it?
Yeah. And again, that's fair enough, but our So, unlike Star Citizen, which is designed around like you as a player, you're the hero of the story and and the game focuses around you and what you're doing, the the ships in the game are are vehicles as part of your story. They're there to serve you on your journey. It's the other way around in our game. You're there to serve the ship. The ship is the hero of the story. So the, you know, the effort goes into the ship. And as Cla just pointed out, this is a simulation.
We are simulating a starship in every detail that we can. And more so than that, it has a a full NPC crew. And that NPC crew needs facilities.
you know, they need toilets to be able to use because their their logic and their um their their efficiency within the game will be driven by their state of mind. So, if they don't have working toilets, then their state of mind deteriorates. Um, very much like Rim World, for example.
So, if you imagine kind of Rim World in space, that's kind of what we're building. Rim World, the Sims in space on a starship, and you're part of the crew. That that's kind of it in a nutshell. So, if you look at the other big three space sims, you know, No Man's Sky, Star Citizen, Elite Dangerous, all of those games, you as the player are the hero, and we're just not approaching it in that same way. So, more effort is going into the vessel than than the player.
So yeah, which is why we labor over things like toilets.
Yeah, there's there's of course many aspects of Rim World that we won't be simulating like um making babies, but um but yeah, you know, high level it's kind of like Rim World in space. And you know, I was inspired by Dwarf Fortress for the NPC logic. So, you know, that's kind of where we're going with it.
Yeah, worried that would happen that um that curve is greater than uh the length or rather the length of this curve is greater than that curve.
So you get this compaction here. I just have to smooth that off.
Oh, I don't know. I'd never never say never. I mean, Star Citizen is one of those projects where one day someone will think, you know what, let's make out NPCs. And before you know it, there are Yeah, it feels a bit like our demo update really, isn't it?
Let's try going with an interior curve of 20 because every um Every layer that we add on top of this is obviously going to reduce this curve further and further.
So we need to make sure that we have um room enough to fit it all in.
So that makes um the inside all nice and smooth and curvy and then the outside can just stay as a a module that uh gets pre-fabricated and bolted into place.
So, if we were to separate this into panels, then um I guess we'd separate the corners out and then um do some lines up there maybe.
But that would be um the back the background that we work from.
So the next bit grab that out the group.
Um I guess with this being um a modular unit, we don't need the same kind of rubber backing that we do on everything else.
Uh, I guess that's implied on this. So, the bolts that we bolt it in with will have like rubber things on them to stop it rattling, which means this can just be expanded to uh full width. So, we do uh one inch for the wooden bit.
And then we do 1 cm for the cavity.
Let's just make sure that we're not duff geometry. Yeah, there's some some issues with that. Hang on.
Make sure this one's all right.
Don't want to be copying across any bad geo because then it just gets worse and worse the more you go.
It's starting to fall apart there a little bit.
could be worse.
Okay, so this will be our background wood layer.
So if we grip that up.
So that fits snugly inside the frame.
And then this one's our uh basically rubber liner on the inside.
That just fits in there nice and snug.
Okay, there's our inner layer. So, so I guess on top of this um we would put face panels on these.
So, I guess we'll have um like a seal or something going around there. And we'll put bearing in mind that um the outer layer if we make that a different color just to kind of remind ourselves of that. So that's that's basically steel and then we've got the faux wood rubber layer and the white plastic on top. Uh so go to Bring that up 20.
And that one would go up 20 21.
So, we've got the interior bit there. So, we can chop we can chop this up a little bit to make it into um individual panels just to add a bit of uh visual detail on the inside.
Probably make um the whole of the top one separate piece.
Um, but we'll export it like as one solid object. Um, but because this is um bare metal that's been slid into place, obviously it needs that that frontage.
Uh, so the frontage is essentially these pieces which would extend onto the um onto the ceiling panel.
So, let's just see where that meets there. A minute.
Yeah. So, that's 30. So, I might might make that a bit smaller so that we're not hugging the edge of this door frame quite so closely.
Um, and also because we're going to have to um bring this face in a couple of inches, it's going to make this curve worse.
So, really, we want to make it maybe 20.
Let's have a look and see.
That's better.
Yeah. So, I guess we'll do a similar thing with these, but these will be more traditional. So, we'll have a thin layer there. So, that's our rubber backing. Again, that's to stop it from rattling when the ship's doing stuff.
And then we'll have our 1 in wooden layer.
Before we do that, let's um let's make sure we get that um lined up with the beam.
Come on. Give me a middle. There we go.
All right. Now, when I extrude it, I'm extruding a flat surface. So, um it will always extrude vertically on the corners rather than coming out at an angle, which makes working with it more difficult.
Okay. So, that one is 2.5.
Oops.
And one And that one will be 2.5 again.
Okay. So that's our front panel basically that uh attaches on top of it.
So that's um 2 and 12 in basically in total, which isn't it looks thick, but uh when you see it in VR, you realize it's not very thick at all.
So that one's that color.
It's that color.
That one is also that color.
And that one can stay white.
Okay. So, this is basically what you end up with. You've got um the outer panel uh for the bathroom interior side.
You've got the inner panel for the inside of the toilet side. Uh and then you have this quite chunky entrance actually which is about 10 cm. That's about that.
Um, so what we could actually do is we could have have the door close onto this inner metal bit as opposed to the white panel. So, we can actually cut the white panel back slightly.
so that when the door's closed, it's almost flush with the white panel.
Again, we still want the door to overlap on the inside. Um but it would mean it mean that the um the door frame itself is not quite so quite so chunky.
Put that in there so that they've all got a copy of it.
Thank you, Danger Mouse.
I appreciate the confidence.
I'll see whether or not uh I can live up to that.
Why don't we um try exporting this so we can have a look? Um let's remove the doors for a minute.
And also let's remove this for a minute.
just so we're exporting uh just the geometry.
Export that as our test bathroom.
We'll see what that looks like.
I'm going to have to move all these uh cables and things, aren't I? So, they're not in the way.
I exported the wrong one.
That's better.
Okay. So, we want to change up some of the uh materials on this.
So, I guess with our front car, we'll do um corridor paint.
Just gives it that kind of texture that we use for the corridor panels both inside and out.
That should have updated on there now.
Okay. And then I think that might have been the rubber one.
Yep.
I'm guessing that one.
What's the word?
So, let's grab all of these uh test thingers.
There's someone hiding in there somewhere being with this being a test map. They can all hide down here. Don't need them up in the bathroom.
Say there should be some balls there as well. Is that one that the only one?
Okay, that's better.
Okay. And then the last thing obviously is the um like the metal work side of it. That would be our steel.
Yeah. So, so structurally what we've basically got here is like this metal box um which attaches to uh the ship's framework. So, we'll have bolts coming through here.
And obviously we'll move the bolt placing so that um kind of fits nicely in each cubicle. So we've got uh three identical cubicles. Uh and we'll we'll do some grooves in this just to kind of sell the fact that they're three separate modules. Uh and then this fourth one is obviously a different design and that bolts in uh separately.
And each one of those has got uh basically a fascia panel that goes on the front. Um and the fascia panel will hold things like the door controls and like um whether or not it's engaged, that sort of thing.
And obviously sort out whatever flooring we're going to put in here.
And then on the inside, I think if we um take that up and over there just to, you know, give that our usual kind of angular design.
Um and then we can also do the same here. Kind of just flick those edges around there. Round off those edges there.
Should make it look nice. And then obviously each one uh will require its own light. So we may as well come and do that while we're here.
So, we want a deck interior ceilings.
And then we'll copy one of these into each one to make it smaller than this one. Of course.
Okay. So, if we go 50 by 50, don't think that attenuation needs to be anywhere near that much.
Yeah, something a bit like that go for a slightly lighter wood.
Actually, it's kind of getting a bit lost there, but once we put the the flooring in, that might brighten that up slightly.
Obviously, that light is too bright. So, let's bring down that. So, we want our base intensity much lower and bring the temperature down as well.
Yeah, that'll do, I reckon.
Obviously, we'll um style the ceiling panel. Um, we'll find some some nice design we can put on there.
Again, these are these are the a deck bathrooms next to the bridge. So, you know, when you exit the bridge and go into the bathroom and we'll um make that a much nicer door.
Um, it needs to feel high-end. It needs to feel as high-end as the rest of the ship does on a deck.
Okay, let's see if we can add a bit of detail then.
I mean, we've got some really bright lights in here, and I'm wondering whether or not we're um maybe going with a overkill slightly.
Yeah, we don't want to blow out like the LED strips and things that we'll have around the mirrors and such.
actually saying that I do believe we've got our ambient light on. That's not going to help us at all.
Can't judge what your lights look like if you've got ambient cube maps running.
Okay, that's more like it.
So, we don't want them to feel dingy.
They need to be nice and bright and airy. So, um yeah. So, I think take that back up to 6,000 maybe.
And maybe we'll increase the attenuation on these a little bit so that they like the floor better.
Yeah, the thing with the attenuations, the the smaller we can keep them, the better for performance because lots of overlapping lights is bad. Um, you know, whilst balancing out the need for um lighting the floors and such. I think that that's not too bad.
Guess these don't want to live in the toilet cubicle anymore. So, let's move them somewhere.
Instinct makes me want to put them on the shelf.
Of course, there's no collisions yet.
Hang on. Let's just add a simple collision on here.
as low as it wants to get. Okay. Force it.
There you go. They can just set up their like um mysterious bathroom items.
Okay.
Not too bad.
Um, I suppose another nice thing would be to poke that window through just so we can see what that feels like. Uh, and we'll do that on this. So, we grab grab our template.
I'm assuming that this is going to be a component.
Yeah, that side is.
So hopefully that side is too.
It is. Great. Which means we can do it over here without having to get stuck in the rest of the ship.
Right. So, if we um try and be consistent with sizing and such.
So, with an an angular cut, the way we're going to do it, um you can resize it left and right without any issues, but if you want to make it taller at all, then um that gets awkward because you can't stretch it up and down. So, we'd have to remake the whole thing. So, we kind of need to make sure we get this right first time.
Uh so yeah, if we make this a basic rectangle to begin with.
That's basically our cutting volume that we'll be using.
I guess in some ways it would be nice if we could line the mirrors up with the window and have them the the the curve of the edge of the window be mirrored uh on the mirror.
Um so that we're keeping this design and that design um completely in keeping with one another. So, let's let's just measure out the mirror.
So, if we were doing that, then we'd be looking at something like that.
So, point So 0.5 one uh no that actually. So yes, so that's where it would be in terms of sticking out. Um and then camera height.
Yeah, I guess that's actually not too bad. Maybe if we move it up ever so slightly.
Feels a bit better.
And that would be find an edge somewhere. That would be 130 cm up.
I do that exactly.
Okay, that's should be exactly 130 off of framework floor and then that is basically head height.
Okay. So, we delete everything in there.
Pop that back in. Then we want to make sure that that is lined up that.
So, our window pop through there like that.
which given its nature is not too bad at all.
Again, it's just supposed to be a port hole.
Um, and then in terms of uh distance from each wall, again, left and right we can tweak afterwards without any issues.
Um, but we'll try and set them anyway.
So let's say 40 from there and that would be 6.5 away from that edge.
So 6.5 and that would mean that that would be uh equidistant from the wall panel on both sides it there like that.
So basically the distance from this wall panel to the edge of the window and the eventual wall panel on here to the edge of the window should be identical which means we can then uh maneuver our beams accordingly.
Yes. So that would mean that the the distance to the middle of this should be 50 cm from that bit of metal there.
Let's draw something I can line it up with.
So from there to the middle should be 50 which it is.
And then similarly there to there should be 45 then to the metal 50. Yeah.
Um okay. So a slight difference in the sense that obviously we've got bracing in front of that. So if we were using that same rule, uh then this would be 5 cm that way, which means that and that should be the same gap, which they are.
That's actually useful because it means that the the window fits exactly uh in in that blank bit of framework uh inside of the wall cavities.
But I'm thinking to give ourselves a bit of breathing room just in case if we line that up to there.
And the same on this side.
Line that up to there.
And then give ourselves five cm worth of space each side.
Just means that um when we're putting panels and things around it, it's um actually no on that note with the panel, we are going to have to think about that. So, so the edge of the panel um will be equal to the middle of this support beam. Um and if we're going to do uh this around it, so we've got that that wooden rim around there, we're going to need at least enough space to be able to do that. Um so that means we need to give ourselves a bit more room.
on this side.
Probably about that.
So, we're basically we're giving ourselves uh 15 cm on both sides, which should be enough to allow the um the white panel to have enough white on that side um to kind of sell it visually and also have the the wooden uh interior styling around it as well.
Okay. And then the the rounding of the edges.
I guess we want that to not be too harsh on this one.
I guess 15 feels about right.
Something kind of like that.
Then we can use the same same exact rounding for the mirror. Although I think I will go with more polygons than that because it's looking a bit bit jaggedy.
So let's take that up to eight.
Bit smoother. Technically it could be anything we want because we've got nanite but keep it sensible.
Okay. So this um this cutting plane that we're going to use to cut through uh also needs to form uh the actual framework. So obviously it has it has depth as well. So we need to make sure that we also take that into account.
Um, so if we expand that out like that, that's also going to form um the inner wall of the window frame as well. And then obviously we'll just add grooves to that as we go through for the glass.
Okay.
Yeah, that'll look quite nice there, I think.
Balances the panel either side. And um yeah, let's sell the mirror. Especially if I split the mirror into two separate mirrors. Maybe we'll see how that looks.
But it um or maybe I guess it depends on how wide the sink unit actually ends up being.
Okay.
What I'll do Um, I'm going to make a copy of that.
What we'll do if we intersect this with the entire model and then copy it out the way because at least then we've got um we've got the middle bit done already.
Leave that for now in case we need it.
Um, yeah. So, that's our internal framing.
And on this one, we want to get rid of all those cuts we did. And now we can use this on each layer.
So, we should just have that bit in the middle.
So, if we So, we're going to have a bit of clean up to do there by the looks of things on both of these faces.
Yeah, we'll have to reconstruct those faces on there, but that's fine.
Okay. And then we do the same with this one.
Pop that there.
Do the intersect.
Same problem with this one. It's um it hasn't separated these two faces. So, we'll have to reconstruct that.
In fact, it's got rid of all of it all together.
And the same there.
Right.
Then with this, all we actually need is the two middle bits and the rest of it can go.
And we can just slide this into place.
like that.
That creates the the tunnel for the window.
So, if we take each of these, copy it out the way so that we can fix the bits on it.
So it should be all co-planer with one another.
Just needed some encouragement.
Okay, it's looking good. And looking good, right? So, I can now wait for the auto save.
Sorry, I'm missing a bunch of chat.
Yeah. So, looking at the lag issue. So, generally speaking, um you shouldn't have any issue with a 3050 Ti. I mean, that's a reasonably capable card. Um, I've got a 3060 in my laptop and I can run the game at 50 frames a second on reasonable settings. Um, if if you find that it's fine and then suddenly gets really bad, um, it could either be one temperature throttling, which is what CLA is suffering from at the moment on hers. Um, if the GPU gets too hot, it will temperature throttle and you will see bad frame rates. And usually the sign of that is it's it's fine, it's not fine, it's fine, it's not fine, it's fine, it's not fine because it's constantly constantly reducing the power to the GPU to cool it down. So, of course, you're getting spikes of performance.
Or if you're not plugged into the mains, then it'll be running on the internal GPU rather than it'll be be running on the onchip uh processor like with an Intel Xe uh rather than the dedicated GPU cuz um and even if it is running on the dedicated GPU, uh if you're trying to do that whilst not plugged into the mains, uh it's not going to work very well.
So yeah, check that stuff.
Uh, Delta, yes, the B-deck bathrooms will have exactly the same styling. Um, obviously they'll be slightly different because it's a different shaped room.
The room's kind of banana-shaped. Um, so we'll do slightly different, but um, ultimately, yes, it's going to be the same same aesthetic.
Um, I'm pleased to hear that, Scorpion.
Yeah, we put a lot of optimization on the graphics and the lighting and everything else. So, yeah, it's um it's nice to hear that that actually worked nicely.
Uh and yes, the next dev build will be on UEIE 5.7.
Okay, I think I'm caught up.
So, I do tend to ignore the chat when I'm in the zone.
I just sit here waffling away to myself or stand here as it is.
Okay.
So, that's the geometry fixed.
Now, what we need to do is Oh, look, it's broken. Oh, no. No, that's fine. We can call that uh measure uh the distance to the window groove.
And I think I made it uh two inches.
Yeah. So five cmters there. And that should be an inch thick glass. Yep.
And then a five to the end there.
Of course. Yeah. It's got the other bit on the outside.
Right. Yes. So if we bring all that together.
So we've got uh that there needs to go through to that edge there.
That needs moving over a bit.
Let's make sure we even got the right bit.
Right. So, the glass needs to go there on that side and then there on that side.
And of course we need cavity of an inch there.
And cavity of an inch there.
Okay. And then we need to extend extend those um by 2 cm all the way around so they create that groove that the glass slots into.
Uh which I should have done actually before um deleting those edges. But I guess we can use Yeah, we can use this one.
We'll borrow that one.
So, one there, one there, one there, and one there.
Hang on. Something's gone wrong there.
Let's try that again.
There we go.
Okay. And then that can go that one.
Uh, no. Actually, yeah, that one can go.
So, we'll keep the two outer ones. Um, so we need to take a copy of that, pop it on there, and invert the face, the normal.
Okay? Cuz that's basically the glass that goes into it there.
And then on this one, we do the same thing.
Paste that in there.
Then first the face so they're facing outward.
Then that and that.
Get both grouped together.
We can extract them from there, paste them separately.
Explode the inner layers and then make them glass.
Where was that one I was using? Couldn't remember which glass I used. Yeah, it's that one. Okay, so that's the glass in place. And then now that we've got that, we will just uh actually add it to that group so that it's in the right place over here.
I want to take it out there and then pop it back in place so it's in the right place at least.
And now we can work on this.
So, don't need that one.
So, do the same thing with this. We'll pull that out there.
And then we'll add it to that layer there.
So, that that should now be in place over there.
Okay. So before I delete that, let's just make sure that it is in fact already on this side.
There we go. That just removes any superfluous inner faces.
And then the same on this side as well.
Just get rid of any superfluous FL faces, which means that that doesn't need that one.
And then we can do the same here as well. So, uh, what we need to do to make the grooves is we need to add, um, an extra bit in there.
So, if we take, uh, basically the whole thing. Yeah. Take the whole whole lot of that. We will move it up at exactly 100 so that we can move it back down by the same amount.
And if we get rid of all that, fix that.
Right. So if we make that uh half a cm smaller.
And then we copy that down the 100 cm that we copied it up. And that creates our our inner face within there. And then we can just intersect that with all of it and get rid of the bits that we don't want.
So we don't want that. Don't want that.
Don't want that.
Same on this side. We don't want that edge. That edge or that edge.
Now we've got our nice geometry. Get rid of faces that we don't want.
Oops.
And then fix the gaps.
Okay, there we go. So, that should be all the internal geometry there.
And aside from a couple of fixes, same there.
Okay. And on the inner edges, I always give it a bit of that um that rubber material just on the insides.
And that is our inner window frame.
Don't need that anymore.
And that just sits in there like that.
So, in order to make it um in keeping with the rest of the ship, we also need to round off some of these edges. So, there's that one, that one, and that one.
Um, so I was doing like a wedge, but a wedge with slightly rounded edges.
Um, and I cannot for the life of me remember just how how wide we were making that wedge.
I don't think it was as big uh as 0.5.
Yeah, I'm not going to commit to that until I can remember the details. I might have to go and uh inspect the last ones I did.
But that should at least be a complete window.
Yeah. And then we need to move move these in accordance with um with the other ones we've done.
So that needs to move that way and line up with that one there.
Okay, which means that should be 15 and so should that.
Yeah, great. So, it's perfectly in the middle.
And then we just need to make sure that we move that across the same amount there.
And then we can sort out what we're doing with our our ceiling bits.
Great. So there's our bathroom port hole.
Uh right. So if we work out which bit of geometry this is.
So that's separate.
I will actually merge these back together. This was um back before the nanite days when I had to um separate out all the layers. Uh I put all these pieces as a separate object, but they can be combined now back into one solid object.
But I need to um export them with the same same file. Although I guess this one Yeah, let's um let's grab both of those a minute. What have we got here? So that's all one solid mesh.
Uh which includes these missing door frames.
Okay. So, which one are you?
Okay. Ring one. Right. Have I I delete that.
And then in SketchUp, we can grab that and add it to this. So that's that, that, and that.
And then we can export the whole thing on top of the other one.
So, uh, ring one framework.
Hang on. What do we call it?
Uh, ring one framework a which file is this one?
Uh, ring one. Ring one framework a deck.
Oh, it's using the object file.
All right, we'll save this as a new one.
Uh, so McGanon ring one framework. So all this actually is is ADC frameworks.
Okay. And then we shall just simply select the new file uh ring one ad framework walls.
Okay. and then reimp import.
Okay, there we go. There's our new port hole.
And thankfully fixed door frames as well cuz I forgot I'd fixed those door frames before and um had neglected to reimpport them. Um yeah and what we can do with this one as well is we can sort these normals out um because it's all one material so it can't can't get itself confused.
Make sure it's just the static mesh we're on.
Uh, right. Can I remember where it is on the new version?
Uh, there it is.
Great. That's better. So now um the the edges here are properly hard surfaced rather than um being a bit flaky.
So you can see the difference actually between um the old mesh which is this one which is obviously trash and then the new one uh which has much nicer much nicer edges to it. So we've got that kind of chamered edge which picks up the light a lot nicer.
And this is that kind of diagonal with rounded edges. Uh, so we'll we'll use the same um the same width and the same edging on that on here so that it all matches.
And we need to do the um the inner edge as well to match the the outer so that this side matches this one.
I think um the last one I did was this one for all of it. Yeah, you can see it a bit better here where the um the edge picks up the light better.
just um helps sell it and make it a little bit more real looking.
Great. Okay. So, that's nice. So, walk into the bathroom and and your view is immediately extended out of the window, which is nice. And it's going to look cool as well when we've got light flooding in through the window.
Let's um let's give that a quick play test and make sure that we can actually see out that window properly.
I went to grab my water and picked up a bottle of Jack Daniels instead. Chuck, that wouldn't make for a fun stream.
Yep, that's a perfect height, I would say.
And already we've got the sun coming in onto there, which is nice.
So, we got the floor to sort out in there.
doors to sort out on there.
Grooves down there.
Obviously, we need to put the glass in the window properly.
And then once um once we've done like all the edge chamfering properly on this, then um this will be picking up the light a lot nicer as it comes in because you'll get those nice corner and edge reflections going through there.
And obviously with the glass in as well, that'll make a difference.
Okay. Well, I think we're um we're getting somewhere. And it's um to be honest, given the size of the room, um it's a much bigger bathroom than I thought it would be, there's definitely more than enough room in here. I mean, it's it's perfectly generous size-wise.
So, it's a good height for the window.
Obviously, um the mirrors will be exactly the same height as the window, so I think that's um that's good. And then you can see people going to the bathroom. Perfect.
Okay. Well, on that happy note, I think we shall leave it there because it's just gone midnight.
It's got a fast stream tonight. It seems to have time's just vanished into nothing.
Guess it's only so exciting a bathroom can be. But uh yeah, I'm quite pleased with how that's coming along.
Um yeah. So, so gamewise, just to cover this before I go. Yeah. So, the NPCs will enter a bathroom. uh the door will close and you know they'll just sit there twiddling their thumbs for a timer and then they'll get up, the door will open, they'll wash their hands and leave. Um so they'll just go through the motions literally. Um as the player um similar thing we we'll do we'll do some kind of animation where you just sit on the toilet and the door closes. Maybe something like that. Um, yeah, we we'll do it tastefully.
That's the I guess that that's the um the priority here is doing it tastefully um and not making it too comical.
Although, I think there's definitely there's definitely room for comedy in there. Maybe uh the odd noise or two when an NPC is in the bathroom could be funny to especially if it's like completely random and like only 10% of the time that could be quite funny. But yeah, we'll see. We'll um we'll keep fleshing it out as we go.
And yes, I agree. Needs to be more wood for sure.
Okay, everyone. That's me done for the night. So, um I wish you all uh a happy rest of the week and I shall see you on what day is it? Wednesday. So, yes, I shall see you on Friday for more of the same. And um just as a point of note, um between now and the demo update going live, I'm only going to do either modeling or the caravla on stream. Um so that we can stop this kind of feature creep cycle that I seem to have gotten myself into. um we keep adding more stuff on stream and then that's like delaying the patch because I'm then having to fix it and polish it. So yes, no more new stuff on stream. I will just do modeling and stuff that's not going to affect anything else.
And with that said, again, I shall wish you a happy week and I shall see you on Friday. Bye for now.
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