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 Wild Card on Fri Jan 27th 2012 at 3:04am
[Author]

AMD Phenom II X6 1055T (2.8GHz) but set it to use 4 cores instead of 6.
Posted by Orpheus on Thu Jan 26th 2012 at 11:31pm

Whatt'yas compiling on?
Posted by Wild Card on Thu Jan 26th 2012 at 10:34pm
[Author]

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..
Posted by Crono on Wed Jan 25th 2012 at 10:04pm

haymaker said:
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.
Posted by Orpheus on Wed Jan 25th 2012 at 3:18pm

If you build it, they will come. Both mentally and physically. :lol:
Posted by haymaker on Wed Jan 25th 2012 at 3:52am

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?
Posted by Wild Card on Mon Jan 23rd 2012 at 11:30pm
[Author]

Well VVIS has been compiling on 4 2.8GHz threads for 24 hours now :D 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?"
Posted by haymaker on Mon Jan 23rd 2012 at 5:11am

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

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.
Posted by Orpheus on Sun Jan 22nd 2012 at 3:51pm

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