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 Mar 23rd 2012 at 10:38pm
[Author]

Actually, Im pretty sure visgrouping has been around since the HL1 days, but I only now started using it!

I kinda wish I could work expense this project lol. Already had to shell out 40 bucks for FRAPS and 100 for the books from Bruce.
Posted by Captain Terror on Fri Mar 23rd 2012 at 9:55pm

LOL ya, visgouping is the bomb. I'm so dependent on Hammer 4 visgrouping now, going back to do anything in gsource is really painful ;)

Also great screens btw! (i need a dual-screen setup just to view half the ship properly =P
Posted by Orpheus on Fri Mar 23rd 2012 at 11:09am

Just discovered vis grouping. You do know that we are online every night, right? ;)
Posted by Wild Card on Fri Mar 23rd 2012 at 2:58am
[Author]

Thanks for the link haymaker. I'll have to buy that issue. I checked out the high res pics of the wreck.. Simply amazing.

I finally discovered visgrouping tonight, and its made viewing a lot easier. And also allows me to finally post a top-down view of each deck:
User posted image
Posted by Captain Terror on Thu Mar 22nd 2012 at 11:35pm

That's a really good idea orph i never thought of using displacements like that ;)

WC i'm quite a nub with displacements myself, and i'm really just starting to use them in my maps.
Posted by haymaker on Thu Mar 22nd 2012 at 9:06pm

Dunno if you subscribe to Nat Geo, but

http://ngm.nationalgeographic.com/2012/04/table-of-contents

April issue.
Posted by Orpheus on Thu Mar 22nd 2012 at 1:56pm

Think of HL2. All the dirt, rocks, and most anything else on the ground was prolly displacements.
They aren't real hard to make but they are hard to get to look right. That's why I suggested flat surfaces. You ain't gotta do much but plonk them down and make sure no one can see under them.
Posted by Wild Card on Thu Mar 22nd 2012 at 12:36pm
[Author]

Im unfamiliar with displacements so I'll have to Google that. I didnt even think to model the funnels, I probably should. I'd like to get a multi monitor setup though.. Maybe some day..

There arent a whole lot of areas in the ship that arent player accessible right now. The few would be the boiler casings, fidleys, and stokehold vents. All of which will be player accessible eventually as the fidleys would have been used as emergency escapes for the firemen in the boiler rooms.
Posted by Orpheus on Thu Mar 22nd 2012 at 12:03pm

Since there are only 4 stacks and hard to make, wouldn't it be better to make all the decks and/or flat surfaces into displacements? At the very least, all the flat surfaces that no one would ever see? There has got to be sections/areas that nobody will be in.

Even if not, people have been walking on displacements in almost all maps so I see no reason to make a hard shape to save surfaces when you can more readily make easy shapes faster.

There has gotta be a bazillion flat areas crying to be displaced. :hee:
Posted by Captain Terror on Thu Mar 22nd 2012 at 11:50am

I thought you were making the stacks from displacements?

Like G4m3er said they will be harder to make, but well worth the effort as they will be cheaper to render than models.

Also btw, that last hammer screen is really beautiful. I think you would benefit greatly from a multi-montior setup for this project, so you don't have to mouse-scroll-zoom for days and days to move from one end of the ship to the other ;)