[map] Titanic
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Re: [map] Titanic
Posted by Wild Card on Fri Jan 13th at 11:17pm 2012


:P haha. Actually though, Im not sure how much of the external hull I want to build accurately. The main importance is getting the "guts" built, and then the lower hull sides will come later. Certaily at the bow and the stern, where the hull isnt straight but curved, I'll do as best I can.



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Re: [map] Titanic
Posted by Wild Card on Sat Jan 14th at 6:36am 2012


All of the window locations on the Boat Deck are now complete, along with those of the aft Second Class Staircase. I've also added the stairs linking the aft Well Deck with the Poop Deck and the middle B Deck. A rough shape of the stern has also been done, this one harder to judge because the blueprints dont measure that far back.

The most notable addition this time around, as seen in the picture below is the addition of the skylight assemblies over the fore and aft Grand Staircases. The aft one is based on the prints, the forward one is based on best guess from what I could find on pictures, but because this one is technically above the Boat Deck, it doesnt show up on the prints.





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Re: [map] Titanic
Posted by Wild Card on Sun Jan 15th at 5:05am 2012


Quick textured teaser from today's short work, most of which was on railings:


Of course, still just using out of the box textures so nothing is valid.




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Re: [map] Titanic
Posted by Orpheus on Sun Jan 15th at 8:06pm 2012


Hey Dillweed. I sent the facebook request. Did it arrive?



The best things in life, aren't things.



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Re: [map] Titanic
Posted by Wild Card on Sun Jan 15th at 8:28pm 2012


No Sir. Did you send it to the right guy? :P



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Re: [map] Titanic
Posted by Orpheus on Sun Jan 15th at 8:48pm 2012


Dunno if it didn't arrive.
Find me.




The best things in life, aren't things.



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Re: [map] Titanic
Posted by Wild Card on Mon Jan 16th at 4:41am 2012


Lots of work done today. Not going to post a pic though. All the work was in splitting the floor pieces in two halves, one for the floor of the deck above, and one for the ceiling of the deck below. This for A to B, and B to C decks, and the addition of ceilings at the C Deck level. Next up was doing almost all of the window locations on the A Deck level. That took an aweful long time. I've also added a lot of detail to the outside areas of the ship.

Today was also the first day I started working in textured view as opposed to flat view. So thats progress too.

Brush count is now at 3818. So thats rather funny, I've added almost 1000 brushes to the ship without actually adding any deck architecture. All of it is in window locations, railings, splitting floors and ceilings, and some of the major details.




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Re: [map] Titanic
Posted by Wild Card on Tue Jan 17th at 5:06am 2012


Finally finished the floor/ceiling separations as well as the window locations on A Deck, along with some of the ones on B Deck. Im not yet doing those that give in to passenger cabins as Im not doing the cabins yet, so for B and C decks there wont be a lot of windows to do. I've added a bit of architecture on the aft B and C Deck around second class areas. Also fixed up the area around the Aft Grand Staircase on A Deck.

The brush count now stands at 3999. I was hoping to make it to 4000 but I came up one short smiley You can see some pictures below that look much better now. The basic textures along with the added detail.

View from the rear:


View from the side:


View from the front:


I've got some stuff on C Deck to finish near the aft end, just forward of the aft Well Deck, thats the aft Second Class staircase and Second Class Library. Then I can start working down to D Deck between around the forward Grand Staircase (the aft Grand Staircase ends on C Deck), that is the First Class Dinning Salon and Reception Room.




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Re: [map] Titanic
Posted by Wild Card on Wed Jan 18th at 5:13am 2012


Finished up the last areas in the aft section of B and C deck around the Second Class Library and Aft Second Class Staircase.

Then spent the last few hours working on the Fore Grand Staircase, trying to get it as nicely as I could, on a basic level (oxymoron?)

This was the result of the first go at the staircase, only the railings and posts were done, the stairs were modified a bit but by no means finished:


From there, I rebuilt the entire railings in a more detailed method, and the end result is this:


Its not perfect, but Im quite happy with it. Its something I can use for the ship and re-work at a later time if I want after the ship is finished. Of course, the lower staircase itself still needs to be shaped correctly, and some of the finer framing around the ceiling needs to be done.




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Re: [map] Titanic
Posted by haymaker on Sat Jan 21st at 2:38am 2012


I like the stair screens a lot for some reason. Lighting and shadow casting is going to be awesome here.

Which leads me to answer if you have been running any sort of compile versions, and what kind of messages you are getting




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Re: [map] Titanic
Posted by Wild Card on Sat Jan 21st at 3:00pm 2012


I've done two compiles thus far. The first one, I then made a 13 minute Youtube video of it walking around. I think the link is on page 2 somewhere.

I compiled it again last night after working on it for the last two weeks while away on business. The frame rate dropped drastically, so I know I'll have some stuff to do there. VVIS is on fast compile so I dont know if that has anything to do with it. Maybe.

I've been reading this guide last night: http://optimization.interlopers.net/index.php?chapter=intro and its provided some useful info.

Havent had a chance to work on the map in the last three days though. Hopefully I'll have some time later today or tomorrow.




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Re: [map] Titanic
Posted by Wild Card on Sun Jan 22nd at 3:49pm 2012


Here's the latest compile log. I did run a full VVIS but it looks like that failed. I've highlighted areas in red in the log that concern me. I've not done any optimizations yet so that could likely (hopefully) be the cause of the error.

Any suggestions?

Show spoiler




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Re: [map] Titanic
Posted by Orpheus on Sun Jan 22nd at 3:51pm 2012


Talk to Mazemaster. (Nick Alger from my FB page)
He knows how to do this.




The best things in life, aren't things.



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Re: [map] Titanic
Posted by Wild Card on Sun Jan 22nd at 11:09pm 2012


I'll keep him in mind later on. Im starting to re-learn (or learn?) the concepts of how the engine works (never did map anything for HL2) I seem to recall func_detail brush entities existed in HL1. Or something similar.

Following this page https://developer.valvesoftware.com/wiki/Func_detail I've grouped and func_detail'ed a whole bunch of support columns (notably in the Fore Grand Staircase that Im working on, and the A Deck Promenade) as well as the brushes between windows at the A Deck Promenade, Café Parisian, Second Class Library, Smoke Room, and the railings on the boat deck, as well as between the Bridge and Wheelhouse windows (probably others that Im forgetting about now) and the number of portals went down:

Before func_detail: 36527 of max 32768
After func_detail: 30477

So thats a good start. It didnt impact whatsoever the framerate, which goes down to about 20 FPS when facing the length of the ship, but I think a full VVIS compile would solve that?

I assume thats also why mat_wireframe 1 doesnt work either.




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Re: [map] Titanic
Posted by haymaker on Mon Jan 23rd at 5:11am 2012


Yeah you're gonna have to pull out all and every optimising trick for the outer deck areas. Source is known to suck for distance rendering. Inside can be dealt with a bit easier.

- The number of visleaves can be controlled by converting chunks into func_detail as you've discovered, but be smart with your walls/bulkheads etc too, where you may need to convert some to func_detail to keep the leaf count lower. Once you get into corner hinting the count will probably start to rise again.

- Build a box of vertical hints around the deck perimeter ( keep it as rectangular as possible, dont worry about slicing through brushes, simple is better ) in order to hide decks from eachother.

- Areaportals are going to be your friends.

- Displacements are the cheapest brush. Use them wherever you can, bearing in mind that they don't take lighting the same; but they can still be just flat surfaces no problem.

- Look into converting brushes to static props with Propper so you can take advantage of fade distances. Be aggressive with these fades too on all models, and turn all collisions off until you decide waht the minimun necessary is.

- Start deciding on your light_environment settings so you can get busy with fog.

- Make sure your very first sprite / lightglow has some aggressive fading as well, then copy that one around as needed

- Won't hurt to bump all lightmap density down to 4 or so and then tweak upwards as needed.

- Cheat with water as much as you can, even turn it into func_detail or _illusionary if you don't foresee player access

- Careful with your entity I/O as you go

In short, start catching as much as you can now, because it will be a real drag spending countless hours on optimising later. Booooring




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Re: [map] Titanic
Posted by Wild Card on Mon Jan 23rd at 11:30pm 2012


Well VVIS has been compiling on 4 2.8GHz threads for 24 hours now smiley I wonder how much longer it has to go.

But thats no surprise since I havent done anything and the whole of the ship is wrapped in a giant box.

haymaker, in the words of Will Smith (ID4): "Can you really do all that shit you just said?"




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Re: [map] Titanic
Posted by haymaker on Wed Jan 25th at 3:52am 2012


yes strangely enough all that shit is possible...if you like I can try and dig up some old vmfs where Ive done things like that...

Another thing to watch is info_overlay fades, when you start using them ( carpets, artwork ) set the fades aggresively and adjust to minimum standards.

And, in the words of Jeff Goldblum / David Levinson: You really think you can fly that thing?





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Re: [map] Titanic
Posted by Orpheus on Wed Jan 25th at 3:18pm 2012


If you build it, they will come. Both mentally and physically. smiley



The best things in life, aren't things.



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Re: [map] Titanic
Posted by Crono on Wed Jan 25th at 10:04pm 2012


Quoting haymaker
yes strangely enough all that shit is possible...if you like I can try and dig up some old vmfs where Ive done things like that...

Another thing to watch is info_overlay fades, when you start using them ( carpets, artwork ) set the fades aggresively and adjust to minimum standards.

And, in the words of Jeff Goldblum / David Levinson: You really think you can fly that thing?



I would have gone with, "You will remember to wash your hands before you eat anything?", but to each his own.



Blame it on Microsoft, God does.



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Re: [map] Titanic
Posted by Wild Card on Thu Jan 26th at 10:34pm 2012


Well VVIS has been running straight for 4 days now on 4 cores. Im going to stop it and assume its just gotten stuck or something. While its running I cant work on the map..




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