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 Thu Mar 22nd 2012 at 11:43am
[Author]

full scale :)
Posted by Orpheus on Thu Mar 22nd 2012 at 6:02am

I keep meaning to ask but forget. How close to scale is this boat?
Posted by Wild Card on Thu Mar 22nd 2012 at 3:01am
[Author]

New profile shot, though nothing's changed since the last post. Havent had time to work on the ship.
User posted image
Changes include: modelled boilers, added crow's nest and hollowed foremast, G Deck at hatch #4 aft of Turbine Engine Room, shaped Electric Engine Room, new funnels and ladders.

Still running into the max verts error though.
Posted by Wild Card on Mon Mar 19th 2012 at 4:26am
[Author]

I've modelled the boilers and brought the brush count down to 8059 now, below the 8192 limit. I also detailed the foremast and crow's nest including the access within the hollow foremast. But now Im running into this guy:

Too many unique verts, max = 65536 (map has too much brush geometry)

Which as far as I can tell, simply means its time to cut up the map. Im betting the work to the foremast is to blame..
Posted by Wild Card on Fri Mar 16th 2012 at 2:47am
[Author]

Thanks G4mer,

Not sure if I'll make it available to CS:S, not sure why I'd want to, since its not going to be a CS type map. Im not really planning any kind of multiplayer play with this. Just mostly a walkthrough. I do want to get a full compile going though..

I've put in a bit of work onto the funnels now, the earlier "version" of them was more or less just a place holder for their actual dimensions and location. You can see the new ones in the shot below, as well as the fidley "grate" (will be grates later) which vented the boiler room's hot air outside. In front of the fidley grates (forward, or behind on the aft ones) were the air intakes to pump fresh air into the boiler rooms.

I've also started doing some work on the Tank Top in the electric engine room and the shaft tunnels, as well as the refrigerated cargo area on G Deck.

The total brush cound is now 8500 on the nose.
User posted image
Posted by G4MER on Wed Mar 14th 2012 at 3:17am

WOW, this is very ambitious! I like it. Please do a CS:S compile of the map when complete so I can add it to my CSS server wild card!
Posted by Wild Card on Wed Mar 14th 2012 at 2:44am
[Author]

Here's looking at the entire ship, at 8374 brushes total.
User posted image
When I get back home I will model the boilers, and the Grand Staircases and Second Class Staircases, that should eliminate some 500+ brushes.

You'll note the set of orange brushes between the 3rd and 4th funnels, at the Boat Deck level. This was ventilation for the reciprocating engine room.

At this point I think I'll focus on the Tank Top and Orlop Deck. Those are the only things really left to do. Mostly towards the rear of the ship. The Reciprocating and Turbine Engine Rooms, the Shaft Tunnels, and the various refrigerated cargo areas on the Orlop Deck above.

I also need to start finding some appropriate textures. If anyone is willing to help in that respect :) I'd appreciate.
Posted by Wild Card on Tue Mar 13th 2012 at 2:43am
[Author]

Another general overview of the ship as of now. At 8299 brushes. Most of the work on F Deck is now complete, and most of whats left is the Orlop and Tank Top decks. The Tank Top is the bottom most "deck" (actually the top of the double bottom). The Tank top mostly contains the propelling machinery: The engines, the boilers, the shaft tunnels. The Orlop Deck is split between refrigerated cargo, coal bunkers, and cargo.

[IMG]http://img815.imageshack.us/img815/7590/titanic48.png[/IMG]
[IMG]http://img195.imageshack.us/img195/8857/titanic49.png[/IMG]
[IMG]http://img259.imageshack.us/img259/2724/titanic50.png[/IMG]
Posted by Wild Card on Tue Mar 13th 2012 at 1:07am
[Author]

I might be interested in releasing a section of the VMF and seeing what you can come up with :P

Im in Ottawa, well, 'cept for this week. I think the biggest thing that'll need optimizations will be the exterior areas, the Boat Deck, A Deck, the outside areas of B Deck (Poop Deck at the rear and the Forecastle at the front), and the outside areas of C Deck (the fore and aft Well Decks).

Everything else is mostly small tight spaces, narrow corridors and such. There are a few areas that are more open though. Scotland Road on E Deck runs nearly the length of the ship straight out. On D Deck, the First Class Dining Saloon and Reception Rooms are large open spaces as well, and at the foot of the Fore Grand Staircase.
Posted by Captain Terror on Tue Mar 13th 2012 at 12:54am

i see you live in ontario whereabouts? (i'm just across the border in sunny buffalo ny =)

If you are inclined to release the vmf, i'd be willing to try on some compile optimization for you, but i FULLY understand if you're not interested ;)

I just can't imagine waiting for days for vis.. i would never be willing to wait that long not ever. ='(