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  1. #1
    Chief Master Sergeant
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    Question VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    It's a moot point by now, but there are a few visual inconsistencies in Season 5 and I was curious if anyone had explanations for them. In 'Ghost in the Machine', the space gate we see the jumper near very clearly has only eight chevrons, which would still be strange even if it weren't the main focus of the last shot before the into. Also, in 'Enemy at the Gate' the CGI model of the city that takes of from Pegasus is distinctly visibly different from the model that lands on Earth. I can't figure out why they would use two different models in one episode.

  2. #2
    Attacking Midfielder Gen. Chris's Avatar
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    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    Simple: it was an oversight. The eight chevron issue happened often throughout Atlantis.

    I am curious though...How is the model for Atlantis different? I have never noticed that.

  3. #3
    Colonel knowles2's Avatar
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    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    On Atlantis several teams work of the VFX models, often building their own versions of Atlantis and the Gate to do their work, which lead to quite substantial difference between different models of Atlantis. In episodes with a large amount VFX scenes they use multiple studios to do the work, they often use there own model of Atlantis in various scenes and each model has their differences.

    There was a Q&A session with VFX supervisor over on Joe Blog.

    http://josephmallozzi.wordpress.com/...rought-treats/

    In Stargate Universe they made a big deal about having a lot of models built by an in house team and then sent to outside VFX studios to do work or doing it themselves, to maintain better consistency, they largely achieve their aims, and SGU is far superior graphically to both SG1 and SGA because of it .

    I think it was either on this site or over at Scifi meshes there a thread where they have discussed in detail the different models of Atlantis use in the show.

    Go to this link and he explains a bit in the about section.

    https://www.youtube.com/watch?v=BV1XlK2IOlA

    http://www.fxstation.net/about-me/ this guy made one and Rainmaker made the version use in season 1.
    Last edited by knowles2; February 4th, 2014 at 01:58 PM.

  4. #4

    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    I do wonder why EVERY single gate in the galaxy was supposed to be able to dial to other galaxies using 8 chevrons and the Destiny using 9. The SGU gates also have 9 chevrons even though they can't even dial across their own galaxy, they can only reach the closest gates.

    Why didn't they seed 7 chevron gates and build only a few special ones?

  5. #5
    Colonel knowles2's Avatar
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    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    Quote Originally Posted by WavyRancheros View Post
    I do wonder why EVERY single gate in the galaxy was supposed to be able to dial to other galaxies using 8 chevrons and the Destiny using 9. The SGU gates also have 9 chevrons even though they can't even dial across their own galaxy, they can only reach the closest gates.

    Why didn't they seed 7 chevron gates and build only a few special ones?
    To simplified the fabrication of the gates, it much easier to build a automated vessel to build one kind of gates through a galaxy than to build a ship capable of building several different kinds of gates.

  6. #6
    Goalkeeper thekillman's Avatar
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    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    Quote Originally Posted by knowles2 View Post
    To simplified the fabrication of the gates, it much easier to build a automated vessel to build one kind of gates through a galaxy than to build a ship capable of building several different kinds of gates.
    Yea given that the stargate is a pretty specific application to begin with, with relatively limited numbers, the ancients likely designed a 9-chevron gate (with 1 "backup" chevron) and spread them and never really changed that part untill they got to Pegasus and decided to ditch the inner rotating ring.

    But yea, in general it's completely justified in terms of production to keep it to 1 gate.

  7. #7
    Center Back Xaeden's Avatar
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    Default Re: VFX Inconsistencies -Spoilers for 'Ghost in the Machine' and 'Enemy at the Gate'

    Quote Originally Posted by WavyRancheros View Post
    I do wonder why EVERY single gate in the galaxy was supposed to be able to dial to other galaxies using 8 chevrons and the Destiny using 9. The SGU gates also have 9 chevrons even though they can't even dial across their own galaxy, they can only reach the closest gates.

    Why didn't they seed 7 chevron gates and build only a few special ones?
    Destiny outlived the Ancients and therefore got pretty far out there, leading to the energy needed to get to and from it becoming extreme. Imagine, however, that you're the Ancients and you can envision being able to bring high energy power sources with you through the gate. Would you want the sole gate that can bring you home being the Destiny? What if you have to abandon the ship? It's gone, you're on a planet, you have a ZPM or a ZPM like device, but whoopsy, the gate only has seven chevrons so you can't dial out. That would be unfortunate.

    Maybe you don't even have a portable power device with you, but you're waylaid on a planet and you haven't checked in for awhile. The Ancients back home know which galaxy you're in, but you're too far off to rescue by ship in any reasonable time frame, so they want to send a team through the gate with a portable device and search for you. Well, they can't because there's no way for them to then get back if there are only seven chevrons on all the gates.

    Here's another scenario: What if the Destiny has long hightailed it out of a galaxy that you want to go to? Theoretically, they can currently go to any galaxy that still has operational gates. The 9th chevron may not be exclusive to the Destiny; it's more like a code that is specific to an individual gate than a normal gate address, so who knows where else it can bring them? It's also possible that they can jump between clusters of 38 galaxies using the 8th chevron. If either of these are the case, the potential for travel to far out seeded gates is not limited to just where the Destiny happens to be because the Ancients would potentially be able to bring power sources that they could leave on a planet to get back. They could do this from the Milky Way or a team on Destiny could perhaps have a reason to want to go check out something 40 galaxies back or 20 galaxies ahead of the Destiny's path and they would be able to do so because all gates have 9 chevrons and the Ancients could bring the resources necessary to get them back to the ship.

    Granted, losing a valuable resource like a power source capable of dialing between galaxies on a planet just so you can send a team there and back isn't ideal, but there are nonetheless scenarios where doing so many be necessary/desirable and by not under-designing planetary gates, that option is available to them. And it's not like you can just seed one or a small number of 9 chevron gates per galaxy because who knows if they'll still be accessible thousands of years later? By having 9 chevrons on every gate, you know that there's a path to and from every galaxy with active gates in it.

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