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 Sun Jan 22nd 2012 at 3:49pm
[Author]

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?


** Executing...
** Command: "i:\steam\steamapps\*\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "i:\steam\steamapps\wildcard832\half-life 2\hl2" "C:\Users\*\Desktop\Titanic\Titanic.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
6 threads
materialPath: i:\steam\steamapps\*\half-life 2\hl2\materials
Loading C:\Users\*\Desktop\Titanic\Titanic.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in i:\steam\steamapps\*\half-life 2\hl2\gameinfo.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 (2)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (8)
writing C:\Users\*\Desktop\Titanic\Titanic.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) (1668018 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5222 texinfos to 4018
Reduced 26 texdatas to 23 (604 bytes to 485)
Writing C:\Users\*\Desktop\Titanic\Titanic.bsp
15 seconds elapsed

** Executing...
** Command: "i:\steam\steamapps\*\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "i:\steam\steamapps\*\half-life 2\hl2" "C:\Users\Nicolas\Desktop\Titanic\Titanic"

Valve Software - vvis.exe (Sep 15 2011)
6 threads
reading c:\users\*\desktop\titanic\Titanic.bsp
reading c:\users\*\desktop\titanic\Titanic.prt
11171 portalclusters
35110 numportals
The map overflows the max portal count (35110 of max 32768)!


** Executing...
** Command: "i:\steam\steamapps\*\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "i:\steam\steamapps\*\half-life 2\hl2" "C:\Users\*\Desktop\Titanic\Titanic"

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:\users\*\desktop\titanic\Titanic.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.37 seconds)
36347 faces
12 degenerate faces
3285656 square feet [473134496.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.1403 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 4359/8192 52308/98304 (53.2%)
brushsides 29312/65536 234496/524288 (44.7%)
planes 8138/65536 162760/1310720 (12.4%)
vertexes 46559/65536 558708/786432 (71.0%)
nodes 18964/65536 606848/2097152 (28.9%)
texinfos 4018/12288 289296/884736 (32.7%)
texdata 23/2048 736/65536 ( 1.1%)
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 36347/65536 2035432/3670016 (55.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18066/65536 1011696/3670016 (27.6%)
leaves 18966/65536 606912/2097152 (28.9%)
leaffaces 42379/65536 84758/131072 (64.7%)
leafbrushes 9306/65536 18612/131072 (14.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 249290/512000 997160/2048000 (48.7%)
edges 138117/256000 552468/1024000 (54.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3175/32768 31750/327680 ( 9.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56163/65536 112326/131072 (85.7%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12092504/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 437/393216 ( 0.1%)
LDR ambient table 18966/65536 75864/262144 (28.9%)
HDR ambient table 18966/65536 75864/262144 (28.9%)
LDR leaf ambient 11171/65536 312788/1835008 (17.0%)
HDR leaf ambient 18966/65536 531048/1835008 (28.9%)
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] 212138/0 ( 0.0%)
physics [variable] 1668018/4194304 (39.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 103112
Writing c:\users\*\desktop\titanic\Titanic.bsp
54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\*\Desktop\Titanic\Titanic.bsp" "i:\steam\steamapps\*\half-life 2\hl2\maps\Titanic.bsp"

** Executing...
** Command: i:\steam\steam.exe
** Parameters: -applaunch 220 -game "i:\steam\steamapps\*\half-life 2\hl2" +map "Titanic"
Posted by Wild Card on Sat Jan 21st 2012 at 3:00pm
[Author]

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.
Posted by haymaker on Sat Jan 21st 2012 at 2:38am

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

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:
User posted image
From there, I rebuilt the entire railings in a more detailed method, and the end result is this:
User posted image
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.
Posted by Wild Card on Tue Jan 17th 2012 at 5:06am
[Author]

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 :p You can see some pictures below that look much better now. The basic textures along with the added detail.

View from the rear:
User posted image
View from the side:
User posted image
View from the front:
User posted image
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.
Posted by Wild Card on Mon Jan 16th 2012 at 4:41am
[Author]

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.
Posted by Orpheus on Sun Jan 15th 2012 at 8:48pm

Dunno if it didn't arrive.
Find me.
Posted by Wild Card on Sun Jan 15th 2012 at 8:28pm
[Author]

No Sir. Did you send it to the right guy? :P
Posted by Orpheus on Sun Jan 15th 2012 at 8:06pm

Hey Dillweed. I sent the facebook request. Did it arrive?
Posted by Wild Card on Sun Jan 15th 2012 at 5:05am
[Author]

Quick textured teaser from today's short work, most of which was on railings:
User posted image
Of course, still just using out of the box textures so nothing is valid.