Titanic by Wild Card

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Map Info

Map Description

This is a complete recreation of the RMS Titanic.

This project will be broken into several phases:

Phase 1 (December 23 2011 to March 24 2012)
- Basic structure based on blueprints by Bruce Beveridge
- Texturing for clarity
- Basic modelling of staircases
- Basic level optimization

Phase 2a (March 24 2012 to April 24 2012)
- Level splitting per deck with transitions
- Phase 2a abandoned in favour of optimization to the architecture

Phase 2b (April 24 2012 to present)
- Level optimization
- Architecture optimization
- Completion of re-texturing
- Details to Boat Deck including modelling external fittings

Phase 3 (unknown to unknown)
- Addition of rooms (cabins, lavs, storage, etc)
- Basic proper texturing
- Review of ship's structure
- Advanced level optimization (full VVIS compile?)

Phase 4 (unknown to unknown)
- Basic roofing/ceiling detail
- Doorways and doors
- Windows
- Funnel structure

Phase 5 (unknown to unknown)
- Modelling of rails
- Modelling of posts and supports
- Modelling of bridge and wheelhouse telegraphs and wheels
- Modelling of funnel accessories
- Modelling of lifeboats

Phase 6 (unknown to unknown)
- Basic lighting
- Skymap

The following details have been deliberately modified from the blue prints due to game limitations:

- Crew spiral staircases at the bow from D Deck to the Tank top due to player collision hull. The staircase has been made bigger.

The following links are for Youtube videos of the progress:

Video 4:
http://www.youtube.com/watch?v=yXf0MZwGQds

Video 3:
http://www.youtube.com/watch?v=T4Z9mdRj3Yo&context=C4091e83ADvjVQa1PpcFN85OhX63C1Ifzxjqyfg7ZqBrHgULYCdEs=

Video 2:
http://www.youtube.com/watch?v=jHMj6Py6JkU&context=C4bb6491ADvjVQa1PpcFN85OhX63C1IXdOvzRH_9nulYU5mkYJ9Lo=

Video 1:
http://www.youtube.com/watch?v=maAJhYHY83g&context=C44160a7ADvjVQa1PpcFN85OhX63C1IaBPRceeZ6NaP7ksfc8Xn2I=

Discussion

Posted by No.2 on Tue Jun 6th 2017 at 11:42am

You already did good amount of work and even more is waiting to be done.
This is such a complex project tha iam fainting. Im glad when i put together room and some corridors, smack on it some symple triggers and functions and that usualy takes me couple of days.
This would end me. :lol:
Whiting for some pictures from 3D or compiled maps
good luck
Posted by Wild Card on Tue May 16th 2017 at 11:57pm
[Author]

Remembered where I had left off 5 years ago and decided it would be best to continue there. When I got that wrapped up, I noticed that some of my brushes didn't line up.. keeping in mind I am on a 1unit scale. I also have many brushes, mostly around staircases and the boiler casings which extend vertically across many decks, causing issues with textures, so thinking now I'm going to minimize those back to deck by deck, and at the same time redo my VIS grouping and adjust the brushes to the current scale.

Once that is all done, I'll revisit the scale issue.

I also decided, similar to the guys over at the Honor and Glory team, to track progress on small scale deckplans. I didn't want to waste too much time doing this so it's not uber pretty, but it works, and should also help me keep track of where I am. The image below is the result of about 2-3 hours of work getting it all up, and I rushed it a bit cause I was tired of doing it. Areas in red have basically not been done except for a basic box, yellow are areas that I had built 5 years ago - keeping in mind no detail whatsoever - and the few areas in green are what I've built over the past 3 days. The areas uncoloured should mostly be red but this is where I got lazy.
User posted image
Posted by Wild Card on Sun May 14th 2017 at 10:33pm
[Author]

I've spent quite a bit of time debating the scale issue.. how much I should care about it (which I've determined is likely less than how much I actually care about it). I've been walking around the map so far looking at everything, throwing in a bunch of NPCs, going back over the blueprints, checking original photos as well as screen grabs from the 1997 movie, and I think I've come to a conclusion.

At present, I am using the ever ubiquitous 16unit = 1foot measurement found everywhere online. But it feels too big. Part of that is described in various places because the player's eye level is around 4feet, while the model overall is around 5, if I recall correctly.

I had previously toyed with changing the scale to 12 units = 1foot, and I did find that the scale seemed more fitting, but it would mean a buttload of work. In addition, it would mean many areas fore and aft of the ship would either be inaccessible due to dimensions being smaller than the player collision hull (32units), or I'd have to enlarge these sections quite a bit, which would also screw up the scale.

Spending quite a bit of time walking around the map I've found now I think what bothers me the most about the scale is the height. Previously I found even rooms - such as the bridge - were far too big, not just tall - but looking at the blueprints again, some of the scale starts to show. For instance, the bridge is just over 5 stations long. At that part of the ship, stations are 36 inches apart. Which means the bridge is just over 15feet long, or around 4 and a half meters long. Well, when I take that information and go back in game, I kinda feel like I got it right.

While I cant seem to find a reference at the moment to the height of the bridge (or any other Boat Deck level location), it seems I had used 8'6" previously. Given other decks are generally 9' tall, I think this is an appropriate setting.

So, long story short (too late!) I think what I will experiment with a bit is going on a scale of 16units = 1 horizontal foot, and 14 units = 1 vertical foot.

With that in mind, I'm posting the screenshot below, which on the left shows what that scale would look like for the bridge (again, 8'6" tall), and on the right is the original 16unit. The actual total difference is only 17 units (136 v 119).
User posted image
I think at this point if I'm not happy with the new 14unit vertical foot scale, I'll stick to what I have and move forward with this.

Where I had left off last time - before getting all caught up in this scale issue - was that I was hitting the brush limit. I had started converting some things into Propper models and that seems to work well for what I'm trying to achieve. I still have things I will be converting so that I can then continue working on the ship. Not counting passenger rooms, most other spaces have been built with the exception of areas in the Orlop and Tank Top (engine rooms, cargo/food stores, etc). Once I've got everything built I'll want to add in some minor details to rooms, as you see in the shot above I added telemotors and wheel. Extremely preliminary, but eventually I want some kind of detail in here. Right now I'm thinking that likely all this detail will be Propper models. Ill also be converting the staircases (both Grand and both 2nd class) to models as well. Should give me back about 500 brushes.
Posted by Wild Card on Tue May 9th 2017 at 6:55pm
[Author]

Haven't really made any significant changes yet, but wanted to make sure I could get a compile done successfully. And I could.
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes               7657/8192        91884/98304    (93.5%) VERY FULL!
brushsides           52281/65536      418248/524288   (79.8%)
planes               13370/65536      267400/1310720  (20.4%)
vertexes             38180/65536      458160/786432   (58.3%)
nodes                 9281/65536      296992/2097152  (14.2%)
texinfos               423/12288       30456/884736   ( 3.4%)
texdata                 14/2048          448/65536    ( 0.7%)
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                19686/65536     1102416/3670016  (30.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            13505/65536      756280/3670016  (20.6%)
leaves                9283/65536      297056/2097152  (14.2%)
leaffaces            24552/65536       49104/131072   (37.5%)
leafbrushes          14288/65536       28576/131072   (21.8%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           155187/512000     620748/2048000  (30.3%)
edges                98505/256000     394020/1024000  (38.5%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2920/32768       29200/327680   ( 8.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         59745/65536      119490/131072   (91.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     7491732/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1551866/16777216 ( 9.2%)
entdata               [variable]        2141/393216   ( 0.5%)
LDR ambient table     9283/65536       37132/262144   (14.2%)
HDR ambient table     9283/65536       37132/262144   (14.2%)
LDR leaf ambient      4058/65536      113624/1835008  ( 6.2%)
HDR leaf ambient      9283/65536      259924/1835008  (14.2%)
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]           1/6496     ( 0.0%)
pakfile               [variable]      173830/0        ( 0.0%)
physics               [variable]     2832102/4194304  (67.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)
Posted by No.2 on Tue May 9th 2017 at 12:14pm

Oh man, so you decided to go for it... good lord have mercy on us
Lots of work ahead of you sailor. :sailor:
Posted by Wild Card on Mon May 8th 2017 at 7:29pm
[Author]

Finally got around to finding my old stuff and sorting through it. It's amazing how much you start forgetting, and how things change. For instance, just getting VHE to run took me a good short while. SteamPipe (https://developer.valvesoftware.com/wiki/SteamPipe) - was introduced sometime in the last 5 years I would assume and so that basically makes the old Source SDK useless, so I understand, and VHE is now run directly from the target game rather than from Source SDK. Did not know this at first, so when I ran VHE nothing came up within it.

Next up, as the whole ship is in a single map, it makes for a lot of brushes. I had hit limits often back then and cheated around it by creating models. Those models weren't loaded when I opened the map. I didn't have the model files anymore but I still had their source vmx. Google reminded me the tool was Propper, so compiled all those up and now I have a functioning map, minus some custom textures I probably had in some WAD file that I don't anymore. Not the end of the world since none of the texturing was really good. I might find it at some point.

Now I have to re-acquaint myself with the scale issue I had and what a new scale would look like, and I might start off there.

Doing lots of business travel for the next month and a half so I'm spending a lot of time on a train with ... probably better things to do ... but shh.
Posted by No.2 on Tue Apr 25th 2017 at 11:11pm

Hello Wild
I believe in you as well but i also believe in well spent time.
If this projekt should become only hardship withouth joy, it's better for fresh start.You decide.
Good luck
:) :snark:
Posted by Crono on Sun Apr 16th 2017 at 9:13am

You can do it! I believe in you.
Posted by Wild Card on Sun Apr 16th 2017 at 2:57am
[Author]

Just felt like posting in. My daughter is now 5, and a bit surprisingly, has picked up an interest in Titanic. So that rekindled my interest in it as well.

I haven't touched my project since around October 2012, when around that time I had lost access to the blueprints online, and also discovered that the scale I had built was incorrect, resulting in dimensions somewhere around 40-50% larger than they were supposed to be.

Loosing access to the prints.. having to re-size everything.. and the lack of free time with a newborn.. I abandoned the project. The project going at the time by Four Funnels Entertainment was called 'Titanic Lost In The Darkness' has since disbanded and reformed as another title 'Titanic Honor & Glory' (http://www.titanichg.com/). Their work is truly stunning and even back in 2012 when I was doing my work, I knew I could not compete against this. Nor was it my goal. I wanted to build something of my own with it, and say I did it. Or at least, looking back, that's how I feel about it.

I have supported the Titanic Honor & Glory project, played their demos, and really look forward to it coming out.

But what I've also found, are that the blueprints I was using are back on the internet here (https://www.encyclopedia-titanica.org/titanic-deckplans/) so I am once again thinking about continuing my project. Something I've been thinking about ever since I stopped, but I didn't have the resources to continue.

We'll see..

Always happy to see this community is still on the interwebs, even if it's pretty well stale. I think this was the very first online community I ever joined.
Posted by Wild Card on Fri Aug 16th 2013 at 6:15pm
[Author]

Heya Crono!

Those images I found many moons ago when I first got interested in doing this (something like 4-5 years ago?) Unfortunately they arent as detailed as I'd need to satisfy my .... compulsiveness? to accurate measurements.

The plans which were hosted by Discovery were actually the plans developed by Bruce Beveridge and are available for purchase on paper here: http://titanic-model.com/ga-plans/ (level of detail: http://titanic-model.com/ga-plans/g-a_plans_preview2.shtml)

I've tried to ping Bruce in the past but dunno if he just doesnt check that associated email account or not.