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 Wed May 9th 2012 at 11:46pm
[Author]

Hurray, I've made my 4th video update of the progress of Titanic. Its uploaded to Youtube and available here:

http://youtu.be/yXf0MZwGQds

Check it out and enjoy :)
Posted by Wild Card on Tue May 8th 2012 at 12:33pm
[Author]

Finally got a skybox put in as well as some added detail to the Boat Deck and fixing up more of the nodraw faces in the map. Should be able to make a new video soon.
Posted by Wild Card on Sat May 5th 2012 at 4:45am
[Author]

Here's a pic, you can see a lot of nodraw faces that are outside the map, but a few inside that I haven't gotten to yet.

Also, notice the new new roof over the bridge, wheelhouse, and officer's quarters, all around the number 1 funnel <3
User posted image
Compare that to the old one: http://img815.imageshack.us/img815/7590/titanic48.png
Posted by Wild Card on Sat May 5th 2012 at 3:33am
[Author]

Finally got a completely successful compile on the full Titanic map! W00t!

Although some portions are still nodrawed. But those will be fixed up.

Here's the log, I've highlighted the interesting bits:


** Executing...
** Command: "i:\steam\steamapps\*\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "i:\steam\steamapps\*\half-life 2\hl2" "C:\Users\*\Desktop\Titanic\maps\Full - with models\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\maps\Full - with models\Titanic.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 214 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Users\*\Desktop\Titanic\maps\Full - with models\Titanic.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 (2) (2805800 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7853 texinfos to 382
Reduced 14 texdatas to 13 (309 bytes to 271)
Writing C:\Users\*\Desktop\Titanic\maps\Full - with models\Titanic.bsp
12 seconds elapsed

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

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
6 threads
reading c:\users\*\desktop\titanic\maps\full - with models\Titanic.bsp
reading c:\users\*\desktop\titanic\maps\full - with models\Titanic.prt
3933 portalclusters
8212 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 1095388 visible clusters (0.00%)
Total clusters visible: 5041593
Average clusters visible: 1281
Building PAS...
Average clusters audible: 3249
visdatasize:3002534 compressed from 3901536
writing c:\users\*\desktop\titanic\maps\full - with models\Titanic.bsp
3 seconds elapsed

** Executing...
** Command: "i:\steam\steamapps\*\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "i:\steam\steamapps\*\half-life 2\hl2" -noextra "C:\Users\*\Desktop\Titanic\maps\Full - with models\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\maps\full - with models\Titanic.bsp
Setting up ray-trace acceleration structure... Done (9.25 seconds)
16892 faces
1938080 square feet [279083584.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16892 patches before subdivision
264622 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 (148)
transfers 33846286, max 1413
transfer lists: 258.2 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<0.1538 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
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 2/1024 96/49152 ( 0.2%)
brushes 7620/8192 91440/98304 (93.0%) VERY FULL!
brushsides 51311/65536 410488/524288 (78.3%)
planes 12228/65536 244560/1310720 (18.7%)
vertexes 37756/65536 453072/786432 (57.6%)
nodes 9100/65536 291200/2097152 (13.9%)
texinfos 382/12288 27504/884736 ( 3.1%)
texdata 13/2048 416/65536 ( 0.6%)
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 16892/65536 945952/3670016 (25.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11180/65536 626080/3670016 (17.1%)
leaves 9103/65536 291296/2097152 (13.9%)
leaffaces 20559/65536 41118/131072 (31.4%)
leafbrushes 14081/65536 28162/131072 (21.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 132052/512000 528208/2048000 (25.8%)
edges 85378/256000 341512/1024000 (33.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2787/32768 27870/327680 ( 8.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56547/65536 113094/131072 (86.3%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7448404/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3002534/16777216 (17.9%)
entdata [variable] 496/393216 ( 0.1%)
LDR ambient table 9103/65536 36412/262144 (13.9%)
HDR ambient table 9103/65536 36412/262144 (13.9%)
LDR leaf ambient 3939/65536 110292/1835008 ( 6.0%)
HDR leaf ambient 9103/65536 254884/1835008 (13.9%)
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] 1/6518 ( 0.0%)
pakfile [variable] 211529/0 ( 0.0%)
physics [variable] 2805800/4194304 (66.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 53214
Writing c:\users\*\desktop\titanic\maps\full - with models\Titanic.bsp
3 minutes, 17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\*\Desktop\Titanic\maps\Full - with models\Titanic.bsp" "i:\steam\steamapps\*\half-life 2\hl2\maps\Titanic.bsp"
Posted by Wild Card on Sat May 5th 2012 at 2:56am
[Author]

Somewhat successful evening. I've gotten almost all of the re-texturing and fixed cornering completed on the full Titanic map, and although there's still a lot of faces with nodraw on, I tried a test compile. I didnt get my max verts error (instead got another that I can resolve easily).

I also noticed this line in the compile log:

Total triangle count: 10995

Im not quite sure what consists of a triangle, or if it has any relationship to vertices... but I dug out a previous log from back at the beginning of March, before I was getting my max verts errors, and the value was:

Total triangle count: 79991
Posted by Wild Card on Wed May 2nd 2012 at 9:02pm
[Author]

I kind of assumed nodrawing a face would still have the brush as counted, but my goal is to reduce the amount of vertices that are generated. I assumed nodrawing a face would not generate verts and that at the same time, doing that might also optomize things too.

Right now the main thing Im doing is mitering all my corners like a mofo. And re-texturing all the inside brushes that shouldnt be nodrawn. Then hopefully, that'll fix me up.

I've been using Propper for a while now. Its not perfect, but it certainly helps.
Posted by omegaslayer on Tue May 1st 2012 at 4:25am

No-draw surfaces only tell the engine not to draw that particular polygon. However the brush is still there. It still counts against hull, vis, etc, so therefore it counts against your brush number still.

I haven't been able to get the bsp compiler to work on another machine. After doing some digging it seems its a problem with converting the orange box compiler over to the older compiler. Without some extensive work I don't think I could get it to work again. It'll have to be a side project, but work has me swamped lately. I think a more worthy road would be converting your detailed brushes to models. Here is a tool that can help with that:

https://developer.valvesoftware.com/wiki/Propper

I haven't used it yet, but according to the wiki page it automatically compiles your brush work into a model and skins everything automatically.
Posted by Wild Card on Wed Apr 25th 2012 at 12:52am
[Author]

I'm wondering if I should go back to my original full map. I took the last copy of the full map and nodraw'ed everything, and now Im going back over and re-texturing only those faces that are visible. I think in theory the compiler does exclude any faces that arent visible by the player, but nodrawing should be a surefire way to do that.

Its also allowed me to review my brushes, and I've found areas where I could eliminate some brushes that were side-by-side by using only one. Doing that removed about 40 brushes thus far. Also fixed a few overlapping brushes.

Im away on business this week and didnt bring a copy of the map with me. But Im hoping to spend a few hours next week continuing to re-texture and fix any further brushwork I find, and that will hopefully allow me to do a compile. I'll try to work some more with models too..

Maybe this is the right way, maybe not. I dont know anymore.
Posted by Wild Card on Sat Apr 21st 2012 at 1:47am
[Author]

Finally got D Deck done with the exception of some of the level changes.
Posted by Wild Card on Mon Apr 16th 2012 at 3:38am
[Author]

I haven't been able to work on Titanic the last week or so. I did get started on D Deck but not by much. Spent the weekend catching up on rest and today watching various shows on Titanic. As one would do :)

I'll try to find time this week to keep cracking.