[map] Titanic
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Quote
Re: [map] Titanic
Posted by Wild Card on Tue Feb 21st at 9:55pm 2012


Thanks. I've been stubbornly persistent with this project. I have been keeping backups, but nothing offsite. I should... /me does

I havent really had it in mind to make something single player. The most famous Titanic game was Titanic: Adventure out of Time (AOOT), created by Cyberflix in.. 98 I think. It was a fun game. There was - I found out recently - a HL2 mod to recreate Titanic: AOOT but it seems that has died. There is also the Titanic: Lost in the Darkness Crysis mod, but I dont really want to compete by offering a storyline or single player career.

One thing I was thinking of doing is having some sort of interactive "audio buttons" which could describe events or persons from the real story of Titanic.

Of course, a better version of dm_titanic could still be on the table :P 1 v 1 on the whole Titanic anyone smiley

I'll probably make another Youtube shortly. Theres been some good progress lately.




Quote
Re: [map] Titanic
Posted by Crono on Tue Feb 21st at 10:16pm 2012


Am I the only person that thinks the obvious solution would be the cut it up and make it into a series of 'The Ship' maps?


Blame it on Microsoft, God does.



Quote
Re: [map] Titanic
Posted by Orpheus on Tue Feb 21st at 10:34pm 2012


Make a single player mod. You can rescue the poor folks this time and change history. smiley

If he can't get it within the limits maybe but big maps can be cool too.




The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Wed Feb 22nd at 12:49am 2012


I think it would be more fun to have it all in one giant map, but I'll cut it up if I have to for performance reasons.



Quote
Re: [map] Titanic
Posted by Orpheus on Wed Feb 22nd at 1:02am 2012


I recommend cutting it vertically. Last time it was cut horizontally, it sank. smiley



The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Wed Feb 22nd at 4:43am 2012


It was also cut vertically if you recall :P

Focus shifted from the stern to the bow now that the major work at the stern is complete. That is, Third and Second Classes down to G Deck as well as the Third Class entrance and stairs. Also finished some of the crew areas on C Deck below the Forecastle, and the Third Class open area below the Well Deck. Not much to easily show in screenshots but I should be able to get another Youtube out in a week or so.

With all the added staircases, the brush count went up real quick, now at 7005.




Quote
Re: [map] Titanic
Posted by Orpheus on Wed Feb 22nd at 10:36am 2012


Cut.. Split... I dunno if those two concepts are interchangable. I do admit that parts went separate ways though. LOL



The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Sat Feb 25th at 2:58pm 2012


There's been a lot of work done at the ship's bow now. Again the architecture isnt as simple as the upper decks at the middle of the ship. Some third class spaces here but mostly crew spaces. The firemen and trimmer sleeping areas, 54 and 24 men per room, respectively. Along with a seamen sleeping area for 44. Their respective mess halls as well as the spiral staircases which descend from D Deck down to the Tank Top to give access to the Firemen and Trimmers to the boiler rooms and coal bunkers.

Not a whole lot to see in the screenshot though.



Brush count is at 7420 now. Hammer is starting to slow down a times, and has even crashed on a few occasions. Guess Valve didnt plan on maps having that many brushes in a single level. The fact that almost all brushes are 1 unit or some at 2 units doesnt help either I bet.




Quote
Re: [map] Titanic
Posted by Wild Card on Sun Feb 26th at 11:04pm 2012


Finished sizing out the spiral staircases, in the game they need to be slightly bigger than on the real ship (per blue prints) due to the collision hull of the player. One thing I've noticed in the last several compile logs are the following errors:

10 degenerate faces
[...]
Stack overflow in neighbors

Im not sure what degenerate faces are, the map reports no problems, and as far as I can tell, I've had at least 8 for a very long time now.

The stack overflow is new, since the last few compiles, but Im not sure whats causing it. I thought it was the spiral staircases but I removed those and no dice. I'll have to check that some more.

Also, it seems ZHLT isnt for HL2?





Quote
Re: [map] Titanic
Posted by Orpheus on Mon Feb 27th at 12:38am 2012


Dunno if its still even possible but can you still "export to map?"

That used to remove all invalids.




The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Mon Feb 27th at 3:29am 2012


I dont see that. Thing is, they dont show up as invalids when checking for problems.

In fact, I found two of the brushes, in staircases. Thing is, the steps are func_details. But if I turn them back to world brushes, they're fine. But back to entities, and they degenerate. Even deleting and re-creating doesnt seem to fix.

[edit]
Still on the hunt for the 8 other degenerate brushes. However I did find the cause (but not yet the solution) to the stack overflow. Deleting some staircases in the Third Class Entrance resolves the error, and then brings me back to waterindices being very full...




Quote
Re: [map] Titanic
Posted by Wild Card on Mon Feb 27th at 5:13am 2012


Dont know if Im chasing a ghost or not.. Here's the latest compile log:

Code
** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvbsp.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" "C:UsersNicolasDesktopTitanicTitanic.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
6 threads
materialPath: i:steamsteamappswildcard832half-life 2hl2materials
Loading C:UsersNicolasDesktopTitanicTitanic.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in i:steamsteamappswildcard832half-life 2hl2gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 114 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing C:UsersNicolasDesktopTitanicTitanic.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (2696810 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12775 texinfos to 6776
Reduced 26 texdatas to 21 (624 bytes to 446)
Writing C:UsersNicolasDesktopTitanicTitanic.bsp
16 seconds elapsed

** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvvis.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" -fast "C:UsersNicolasDesktopTitanicTitanic"

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
6 threads
reading c:usersnicolasdesktoptitanicTitanic.bsp
reading c:usersnicolasdesktoptitanicTitanic.prt
5118 portalclusters
13145 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 2272468 visible clusters (0.00%)
Total clusters visible: 12931836
Average clusters visible: 2526
Building PAS...
Average clusters audible: 4901
visdatasize:5626070 compressed from 6551040
writing c:usersnicolasdesktoptitanicTitanic.bsp
7 seconds elapsed

** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvrad.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" -noextra "C:UsersNicolasDesktopTitanicTitanic"

Valve Software - vrad.exe SSE (Sep 15 2011)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:usersnicolasdesktoptitanicTitanic.bsp
Setting up ray-trace acceleration structure... Done (5.82 seconds)
26685 faces
8 degenerate faces
1812435 square feet [260990704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
26677 patches before subdivision
zero area child patch
240973 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (124)
transfers 29376037, max 1994
transfer lists: 224.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1143 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7233/8192 86796/98304 (88.3%) VERY FULL!
brushsides 47852/65536 382816/524288 (73.0%)
planes 11102/65536 222040/1310720 (16.9%)
vertexes 40608/65536 487296/786432 (62.0%)
nodes 10574/65536 338368/2097152 (16.1%)
texinfos 6776/12288 487872/884736 (55.1%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 26685/65536 1494360/3670016 (40.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18803/65536 1052968/3670016 (28.7%)
leaves 10576/65536 338432/2097152 (16.1%)
leaffaces 33831/65536 67662/131072 (51.6%)
leafbrushes 13462/65536 26924/131072 (20.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 208836/512000 835344/2048000 (40.8%)
edges 125808/256000 503232/1024000 (49.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2853/32768 28530/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 60000/65536 120000/131072 (91.6%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8410340/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5626070/16777216 (33.5%)
entdata [variable] 339/393216 ( 0.1%)
LDR ambient table 10576/65536 42304/262144 (16.1%)
HDR ambient table 10576/65536 42304/262144 (16.1%)
LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%)
HDR leaf ambient 10576/65536 296128/1835008 (16.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 212435/0 ( 0.0%)
physics [variable] 2696810/4194304 (64.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 79432
Writing c:usersnicolasdesktoptitanicTitanic.bsp
2 minutes, 59 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:UsersNicolasDesktopTitanicTitanic.bsp" "i:steamsteamappswildcard832half-life 2hl2mapsTitanic.bsp"


You'll notice the waterindices are still very high, aroudn 91-93%. Odd thing is, if I add just one step to my Third Class section (see screenshot) then rather than getting this clean compile, I get the following, with a stack overflow:

Code
** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvbsp.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" "C:UsersNicolasDesktopTitanicTitanic.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
6 threads
materialPath: i:steamsteamappswildcard832half-life 2hl2materials
Loading C:UsersNicolasDesktopTitanicTitanic.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in i:steamsteamappswildcard832half-life 2hl2gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 114 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing C:UsersNicolasDesktopTitanicTitanic.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (2697594 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12780 texinfos to 6782
Reduced 26 texdatas to 21 (624 bytes to 446)
Writing C:UsersNicolasDesktopTitanicTitanic.bsp
16 seconds elapsed

** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvvis.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" -fast "C:UsersNicolasDesktopTitanicTitanic"

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
6 threads
reading c:usersnicolasdesktoptitanicTitanic.bsp
reading c:usersnicolasdesktoptitanicTitanic.prt
5118 portalclusters
13145 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 2272468 visible clusters (0.00%)
Total clusters visible: 12931836
Average clusters visible: 2526
Building PAS...
Average clusters audible: 4901
visdatasize:5626070 compressed from 6551040
writing c:usersnicolasdesktoptitanicTitanic.bsp
7 seconds elapsed

** Executing...
** Command: "i:steamsteamappswildcard832sourcesdkbinsource2009binvrad.exe"
** Parameters: -game "i:steamsteamappswildcard832half-life 2hl2" -noextra "C:UsersNicolasDesktopTitanicTitanic"

Valve Software - vrad.exe SSE (Sep 15 2011)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:usersnicolasdesktoptitanicTitanic.bsp
Setting up ray-trace acceleration structure... Done (5.85 seconds)
26694 faces
8 degenerate faces
1812458 square feet [260994064.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:UsersNicolasDesktopTitanicTitanic.bsp" "i:steamsteamappswildcard832half-life 2hl2mapsTitanic.bsp"


If I delete the highlighted brush in the screenshot, then the compile runs fine. If I dont delete it, I get the stack overflow error.




Quote
Re: [map] Titanic
Posted by Orpheus on Mon Feb 27th at 12:26pm 2012


possible fix. Delete the whole staircase on the right and copy/paste the one on the left to the right.
*shrugs*
May work.




The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Mon Feb 27th at 12:43pm 2012


Nosir smiley Even re-create from scratch doesnt work.



Quote
Re: [map] Titanic
Posted by Orpheus on Mon Feb 27th at 2:06pm 2012


Then its a symptom, not a cause.
I remember a time where something clear across the map, effected something on the other side.
Its kinda like, you are allowed so many messed up things then one small thing makes it go critical.

I am betting, that step has nothing to do with an error.

Of course, this does nothing to help you locate the problem.
Try using the old block method. Block out a part of the map, leaving the step in until the issue goes away. Then look inside the block.




The best things in life, aren't things.



Quote
Re: [map] Titanic
Posted by Wild Card on Tue Feb 28th at 3:47am 2012


I had forgotten about that trick. I blocked up the ship according to the following:



The ship is divided in two sections top and bottom, at the red line, and then into 28 equal sections front to back, 512 units each. The largest the grid would go.

Only towards the end I realized that since the player_start is only in one place, some of the data is skewed... Dangit. However, this is what I got. Not sure exactly where it leads me though.

Code
Sector......Faces....Degenerates......Waterindices
up..........10928....3................24321 (37.1%)
dn..........19922....1................stack overflow
1-14........14469....8................30282 (46.2%)
15-28.......24041....2................stack overflow
1 up........102......0................60 (0.1%)
2 up........108......0................60 (0.1%)
3 up........108......0................81 (0.1%)
4 up........168......0................114 (0.2%)
5 up........98.......0................90 (0.1%)
6 up........249......0................411 (0.6%)
7 up........1163.....1................2043 (3.1%)
8 up........740......0................981 (1.5%)
9 up........1050.....0................1842 (2.8%)
10 up.......1727.....0................4662 (7.1%)
11 up.......2152.....2................5298 (8.1%)
12 up.......460......0................693 (1.1%)
13 up.......519......0................942 (1.4%)
14 up.......408......0................513 (0.8%)
15 up.......569......0................675 (1.0%)
16 up.......632......0................702 (1.1%)
17 up.......669......1................1107 (1.7%)
18 up.......1008.....0................3957 (6.0%)
19 up.......550......0................708 (1.1%)
20 up.......480......0................534 (0.8%)
21 up.......850......0................1245 (1.9%)
22 up.......261......0................507 (0.8%)
23 up.......165......0................81 (0.1%)
24 up.......97.......0................99 (0.1%)
25 up.......111......0................102 (0.2%)
26 up.......107......0................75....(0.1%)
27 up.......115......0................102 (0.2%)
28 up.......99.......0................72 (0.1%)
1 dn........35.......0................0 (0.0%)
2 dn........457......0................450 (0.7%)
3 dn........1622.....0................2265 (3.5%)
4 dn........2742.....0................5037 (7.7%)
5 dn........835......0................1278 (2.0%)
6 dn........1607.....0................3558 (5.4%)
7 dn........2178.....1................4896 (7.5%)
8 dn........1170.....0................2052 (3.1%)
9 dn........1722.....0................3708 (5.7%)
10 dn.......3808.....0................6153 (9.4%)
11 dn.......2712.....0................3858 (5.9%)
12 dn.......1222.....0................2709 (4.1%)
13 dn.......1663.....0................3876 (5.9%)
14 dn.......1636.....0................3456 (5.3%)
15 dn.......1544.....0................2817 (4.3%)
16 dn.......1815.....0................3138 (4.8%)
17 dn.......1531.....0................2403 (3.7%)
18 dn.......1811.....0................2373 (3.6%)
19 dn.......1638.....0................3072 (4.7%)
20 dn.......1855.....0................3732 (5.7%)
21 dn.......3118.....0................6051 (9.2%)
22 dn.......2288.....0................5607 (8.6%)
23 dn.......3723.....0................6960 (10.6%)
24 dn.......1612.....0................2925 (4.5%)
25 dn.......2516.....0................4473 (6.8%)
26 dn.......1359.....2................2133 (3.3%)
27 dn.......439......0................558 (0.9%)
28 dn.......188......0................144 (0.2%)




Quote
Re: [map] Titanic
Posted by Wild Card on Thu Mar 1st at 2:32am 2012


I got a fairly good definition from the Steam forums and it seems the best solution might be to use Propper (as was mentioned back on page 1) (see http://forums.steampowered.com/forums/showthread.php?t=2571136)

Has anyone used Propper before and could give me a hand. I've got it setup in VHE but Im a little unclear as to how exactly to work it. Am I supposed to create a new VMF file with only the model, compile that, and then add it to my Titanic VMF map? I tried compiling my Titanic map with the propper_model entities in but they all disappeared in HL2.




Quote
Re: [map] Titanic
Posted by gtamike_TSGK on Fri Mar 2nd at 12:36am 2012


Quoting Wild Card
I got a fairly good definition from the Steam forums and it seems the best solution might be to use Propper (as was mentioned back on page 1) (see http://forums.steampowered.com/forums/showthread.php?t=2571136)

Has anyone used Propper before and could give me a hand. I've got it setup in VHE but Im a little unclear as to how exactly to work it. Am I supposed to create a new VMF file with only the model, compile that, and then add it to my Titanic VMF map? I tried compiling my Titanic map with the propper_model entities in but they all disappeared in HL2.


Few easy to use .bat files here. (drag and drop .vmf on .bat for model conversion)
http://www.interlopers.net/forum/viewtopic.php?f=2&t=33085

EDIT
You might find this useful to.
https://developer.valvesoftware.com/wiki/Propper






Quote
Re: [map] Titanic
Posted by Wild Card on Wed Mar 7th at 12:34am 2012


Well I've been able to create my first Propper model after a few setbacks:

1) The files were blocked by Windows 7
2) They were in the Source2007/bin directory when they should have been in the Source2009/bin directory. Interestingly enough, VHE searched all the following for the file:
Code
I:Steamsteamapps\sourcesdkbinsource2009binpropper.exe
I:Steamsteamapps\sourcesdkbinsource2009propper.exe
C:WindowsSysWOW64propper.exe
C:Windowssystempropper.exe
C:Windowspropper.exe
I:Steampropper.exe
C:Program FilesCommon FilesMicrosoft SharedWindows Livepropper.exe
C:Program Files (x86)Common Filesmicrosoft sharedWindows Livepropper.exe
C:WindowsSysWOW64propper.exe
C:Windowspropper.exe
C:WindowsSysWOW64wbempropper.exe
C:WindowsSysWOW64WindowsPowerShellv1.0propper.exe
C:Program Files (x86)Windows LiveSharedpropper.exe
C:Program Files (x86)ATI TechnologiesATI.ACECore-Staticpropper.exe
C:Program FilesDiskeeper CorporationDiskeeperpropper.exe
C:Program Files (x86)Nmappropper.exe


Now I've got my first model created, a staircase, called staircase_ThirdClassOpenSpace1. And its saved some files to the half-life2/hl2/models/props/ directory, but I dont see the point entity in VHE (even after restart)

Am I missing something?

[edit]
nm figured it out. Have to use propper_dynamic. Got it working now. So pre Propper is 7456 brushes...




Quote
Re: [map] Titanic
Posted by Wild Card on Wed Mar 7th at 1:20am 2012


Looks like the models are not solid. Am I supposed to put a clip brush over the staircases?




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