[map] Titanic

[map] Titanic

Re: [map] Titanic Posted by Wild Card on Fri Apr 6th 2012 at 3:32am
Wild Card
2321 posts
Posted 2012-04-06 3:32am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Got B Deck map completed at roughly 2665 brushes, next up will be C Deck.
Re: [map] Titanic Posted by Wild Card on Fri Apr 6th 2012 at 7:02pm
Wild Card
2321 posts
Posted 2012-04-06 7:02pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I got C Deck finished.

But then I tried something. I opened up my original full Titanic map and did a select all -> apply nodraw texture. It still failed a test compile on error of too many func_detail touching world brushes (I think):

Too many t-junctions to fix up! (2972 prims, max 32768 :: 65547 indices, max 65536)

But it did go through. Wonder if thats an indication I could do something with that of if its not. Meh.

Its probably for the best to split in multi levels anyways.
Re: [map] Titanic Posted by Wild Card on Mon Apr 16th 2012 at 3:38am
Wild Card
2321 posts
Posted 2012-04-16 3:38am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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.
Re: [map] Titanic Posted by Wild Card on Sat Apr 21st 2012 at 1:47am
Wild Card
2321 posts
Posted 2012-04-21 1:47am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Finally got D Deck done with the exception of some of the level changes.
Re: [map] Titanic Posted by Wild Card on Wed Apr 25th 2012 at 12:52am
Wild Card
2321 posts
Posted 2012-04-25 12:52am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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.
Re: [map] Titanic Posted by omegaslayer on Tue May 1st 2012 at 4:25am
omegaslayer
2481 posts
Posted 2012-05-01 4:25am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Posting And You
Re: [map] Titanic Posted by Wild Card on Wed May 2nd 2012 at 9:02pm
Wild Card
2321 posts
Posted 2012-05-02 9:02pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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.
Re: [map] Titanic Posted by Wild Card on Sat May 5th 2012 at 2:56am
Wild Card
2321 posts
Posted 2012-05-05 2:56am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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
Re: [map] Titanic Posted by Wild Card on Sat May 5th 2012 at 3:33am
Wild Card
2321 posts
Posted 2012-05-05 3:33am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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"
Re: [map] Titanic Posted by Wild Card on Sat May 5th 2012 at 4:45am
Wild Card
2321 posts
Posted 2012-05-05 4:45am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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
Re: [map] Titanic Posted by Wild Card on Tue May 8th 2012 at 12:33pm
Wild Card
2321 posts
Posted 2012-05-08 12:33pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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.
Re: [map] Titanic Posted by Wild Card on Wed May 9th 2012 at 11:46pm
Wild Card
2321 posts
Posted 2012-05-09 11:46pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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 :)
Re: [map] Titanic Posted by Orpheus on Fri May 11th 2012 at 2:41am
Orpheus
13860 posts
Posted 2012-05-11 2:41am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Coolness.
Finally found enough free net to see this.
If the boat is to scale, the doorways, floor thickness and halls aren't.

But, its gonna take a bazzilion years to find and/or make textures.

Identifying areas is gonna be a bitch too.

However, the novelty of this project will cover a million sins. It looks fantastic old man. :clap:

The best things in life, aren't things.
Re: [map] Titanic Posted by Wild Card on Fri May 11th 2012 at 3:26am
Wild Card
2321 posts
Posted 2012-05-11 3:26am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I actually found something yesterday that's put a bit of a dent in my spirits related to that...

When I first started this back in December, I had Googled to find a conversion between Hammer units and real world units. I found this on VDC: https://developer.valvesoftware.com/wiki/Dimensions#Source_Engine_Scale_Calculations which stated 16 Hammer units is equal to 1 foot.

I based all of my measurements based on those dimensions.

However yesterday I noticed you can change the map units in Hammer to feet and inches, and unfortunately, 1 foot is 12 Hammer units, not 16. I've just posted on VDC looking for clarification, but my bet is the original doc I found is incorrect.

Looks like I might be spending some time adjusting the entire ship.. bla. Gonna post in the pit editing forum too for extra input.
Re: [map] Titanic Posted by Wild Card on Tue Oct 16th 2012 at 12:48am
Wild Card
2321 posts
Posted 2012-10-16 12:48am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Thought I'd drop in a note saying hi, Im still alive. Im not sure what happened back in May, but amongst having my new daughter, vacation around that time, a busy load at work, and a slight loss of interest, I guess I just stopped working on this.

For the first time since May, I've fired up VHE and opened up my map. Going over the issue I was running into previously about scale, Im going to attempt to rescale the ship and start from there. If I switch the units display in VHE it shows the present ship to have a length of 1164ft 0in when in reality it is 882ft 9in.

I've always felt the dimensions werent where they should be. Hopefully this will help. And it will also make the entire map itself smaller, which I hope will improve performance.

So... lets see how that goes.
Re: [map] Titanic Posted by Wild Card on Wed Oct 17th 2012 at 1:54am
Wild Card
2321 posts
Posted 2012-10-17 1:54am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I did a scale test using the First Class Lounge on A Deck. As best as I could tell, from reference, the four support columns in the room are 11ft 4in tall, which I assume means the ceiling height is 11ft 4in. Using the new measurements (in which 1ft = 12u and not 1ft = 16u as described by Valve), I've rebuilt the First Class Lounge to size. For grins, I measured the ceiling height of the original scale one, and its a whopping 17ft 0in high!

Here's a quick Youtube showing the difference between the new scale (viewed first) and the old scale (viewed second) Its actually quite surprising. Next I'll focus on re-scaling the entire A Deck, and if I like the results, I'll work on the rest of the ship, deck by deck.

http://youtu.be/tbVEGTwHmd4
Re: [map] Titanic Posted by Wild Card on Wed Oct 17th 2012 at 9:42pm
Wild Card
2321 posts
Posted 2012-10-17 9:42pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I've completed the majority of the work with the First Class Lounge rescaling and positioned it where the original was. Here's a look at the difference.

You can clearly see the difference in all axis
User posted image
Here a look at the measuring system I've implemented, whereas before I was doing calculations and measurements based on station 1-1, now I've actually built it out in map to make the rescale easier and quicker (hopefully)
User posted image
Re: [map] Titanic Posted by Wild Card on Sat Oct 20th 2012 at 4:50am
Wild Card
2321 posts
Posted 2012-10-20 4:50am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Progress on the resize. The First Class Lounge, Gymnasium, and part of the Fore Grand Staircase are complete. You can clearly see the difference in size, especially in how much things are moving back in. The centre position of the ship hasnt changed (in the First Class Lounge), but with the new scale, the Fore Grand Staircase has to move back by more than it's original size.
User posted image
Re: [map] Titanic Posted by Ricky on Mon Aug 5th 2013 at 7:25pm
Ricky
1 post
Posted 2013-08-05 7:25pm
Ricky
member
1 post 0 snarkmarks Registered: Aug 5th 2013
I like the work you did here

i'm trying to make a 3D model myself but with medium resolution
using blender and cycles as renderer

if possible can you give some good references for some of the equipments
showing may be drawings or images for the different pumps in engine or turbine rooms

and also very much interested in electrical equipments
like i could not find a lot on the main switchgear
to make a nice 3D model
any good references on this would also be nice!

thank you very much
happy blendering
Re: [map] Titanic Posted by No.2 on Fri Aug 9th 2013 at 6:31pm
No.2
67 posts
Posted 2013-08-09 6:31pm
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Hi Wild C and others interested (now i can say attached spiritualy)to this project.
Spend few hours reading and digging into this thread, im rather fascinated simultaneously disgusted by scope of this project, and your dogged attitude with which plunges headlong into it. And you dont do just the talk you do the work.
When I read to the point where you decided rescale the whole damn thing
Just thought to myself "he's a mad man" and i respect that.

I wish you strong will and nerves
[IMG]http://i43.tinypic.com/9zti9.jpg[/IMG]
bon voyage fellow mapper
Let's Rock'n'Roll
Re: [map] Titanic Posted by Wild Card on Fri Aug 16th 2013 at 1:45pm
Wild Card
2321 posts
Posted 2013-08-16 1:45pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I havent actually worked on this since my last postings. Mostly due to the fact that the online reference I was using for the ship (blue prints designed by Bruce Beveridge) available on the Discovery website in limited visibility, were removed.

I could have purchased a printed copy of the plans on large paper but I have no drafting table or similar space to lay them out, nor the ability at the moment to fork out the cash for the next several months.

This was further so also because when I attempted the rescale of the First Class Lounge (visible in the last screenshot) what I also ended up noticing is that the new dimensions also didnt work right, and would have meant that keeping that scale, many parts of the ship (mostly fore and aft) would have been inaccessible because of the player's dimensions.

I've been doing work with a client in Hawaii this week and that's made me spend hours scouring Wikipedia on various pages, which started with the USS Arizona memorial and ship, and finishing with various pages on the Bismarck, it's battle against the Hood, and it's sinking.

With Four Funnels Entertainment doing a pretty darn good job with re-creating the Titanic in stunning detail in CryEngine, Im thinking maybe I can shift gears a little bit.

Im very meticulous. Often, to a fault.

Truthfully, having to re-scale wouldnt have really dampened anything (you should see my Panchaea project in Minecraft, that's how persistent I am). But the fact that the hours I spent on the re-scale were useless, coupled with the fact that I no longer had access to the plans I needed, kinda put a stop to it.
Re: [map] Titanic Posted by Crono on Fri Aug 16th 2013 at 5:58pm
Crono
6628 posts
Posted 2013-08-16 5:58pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Would these help? http://www.abratis.de/sources/pictures/blue.html
Blame it on Microsoft, God does.
Re: [map] Titanic Posted by Wild Card on Fri Aug 16th 2013 at 6:15pm
Wild Card
2321 posts
Posted 2013-08-16 6:15pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Heya Crono!

Those images I found many moons ago when I first got interested in doing this (something like 4-5 years ago?) Unfortunately they arent as detailed as I'd need to satisfy my .... compulsiveness? to accurate measurements.

The plans which were hosted by Discovery were actually the plans developed by Bruce Beveridge and are available for purchase on paper here: http://titanic-model.com/ga-plans/ (level of detail: http://titanic-model.com/ga-plans/g-a_plans_preview2.shtml)

I've tried to ping Bruce in the past but dunno if he just doesnt check that associated email account or not.
Re: [map] Titanic Posted by Wild Card on Sun Apr 16th 2017 at 2:57am
Wild Card
2321 posts
Posted 2017-04-16 2:57am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Just felt like posting in. My daughter is now 5, and a bit surprisingly, has picked up an interest in Titanic. So that rekindled my interest in it as well.

I haven't touched my project since around October 2012, when around that time I had lost access to the blueprints online, and also discovered that the scale I had built was incorrect, resulting in dimensions somewhere around 40-50% larger than they were supposed to be.

Loosing access to the prints.. having to re-size everything.. and the lack of free time with a newborn.. I abandoned the project. The project going at the time by Four Funnels Entertainment was called 'Titanic Lost In The Darkness' has since disbanded and reformed as another title 'Titanic Honor & Glory' (http://www.titanichg.com/). Their work is truly stunning and even back in 2012 when I was doing my work, I knew I could not compete against this. Nor was it my goal. I wanted to build something of my own with it, and say I did it. Or at least, looking back, that's how I feel about it.

I have supported the Titanic Honor & Glory project, played their demos, and really look forward to it coming out.

But what I've also found, are that the blueprints I was using are back on the internet here (https://www.encyclopedia-titanica.org/titanic-deckplans/) so I am once again thinking about continuing my project. Something I've been thinking about ever since I stopped, but I didn't have the resources to continue.

We'll see..

Always happy to see this community is still on the interwebs, even if it's pretty well stale. I think this was the very first online community I ever joined.
Re: [map] Titanic Posted by Crono on Sun Apr 16th 2017 at 9:13am
Crono
6628 posts
Posted 2017-04-16 9:13am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
You can do it! I believe in you.
Blame it on Microsoft, God does.
Re: [map] Titanic Posted by No.2 on Tue Apr 25th 2017 at 11:11pm
No.2
67 posts
Posted 2017-04-25 11:11pm
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Hello Wild
I believe in you as well but i also believe in well spent time.
If this projekt should become only hardship withouth joy, it's better for fresh start.You decide.
Good luck
:) :snark:
Let's Rock'n'Roll
Re: [map] Titanic Posted by Wild Card on Mon May 8th 2017 at 7:29pm
Wild Card
2321 posts
Posted 2017-05-08 7:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Finally got around to finding my old stuff and sorting through it. It's amazing how much you start forgetting, and how things change. For instance, just getting VHE to run took me a good short while. SteamPipe (https://developer.valvesoftware.com/wiki/SteamPipe) - was introduced sometime in the last 5 years I would assume and so that basically makes the old Source SDK useless, so I understand, and VHE is now run directly from the target game rather than from Source SDK. Did not know this at first, so when I ran VHE nothing came up within it.

Next up, as the whole ship is in a single map, it makes for a lot of brushes. I had hit limits often back then and cheated around it by creating models. Those models weren't loaded when I opened the map. I didn't have the model files anymore but I still had their source vmx. Google reminded me the tool was Propper, so compiled all those up and now I have a functioning map, minus some custom textures I probably had in some WAD file that I don't anymore. Not the end of the world since none of the texturing was really good. I might find it at some point.

Now I have to re-acquaint myself with the scale issue I had and what a new scale would look like, and I might start off there.

Doing lots of business travel for the next month and a half so I'm spending a lot of time on a train with ... probably better things to do ... but shh.
Re: [map] Titanic Posted by No.2 on Tue May 9th 2017 at 12:14pm
No.2
67 posts
Posted 2017-05-09 12:14pm
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Oh man, so you decided to go for it... good lord have mercy on us
Lots of work ahead of you sailor. :sailor:
Let's Rock'n'Roll
Re: [map] Titanic Posted by Wild Card on Tue May 9th 2017 at 6:55pm
Wild Card
2321 posts
Posted 2017-05-09 6:55pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Haven't really made any significant changes yet, but wanted to make sure I could get a compile done successfully. And I could.
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes               7657/8192        91884/98304    (93.5%) VERY FULL!
brushsides           52281/65536      418248/524288   (79.8%)
planes               13370/65536      267400/1310720  (20.4%)
vertexes             38180/65536      458160/786432   (58.3%)
nodes                 9281/65536      296992/2097152  (14.2%)
texinfos               423/12288       30456/884736   ( 3.4%)
texdata                 14/2048          448/65536    ( 0.7%)
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                19686/65536     1102416/3670016  (30.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            13505/65536      756280/3670016  (20.6%)
leaves                9283/65536      297056/2097152  (14.2%)
leaffaces            24552/65536       49104/131072   (37.5%)
leafbrushes          14288/65536       28576/131072   (21.8%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           155187/512000     620748/2048000  (30.3%)
edges                98505/256000     394020/1024000  (38.5%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2920/32768       29200/327680   ( 8.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         59745/65536      119490/131072   (91.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     7491732/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1551866/16777216 ( 9.2%)
entdata               [variable]        2141/393216   ( 0.5%)
LDR ambient table     9283/65536       37132/262144   (14.2%)
HDR ambient table     9283/65536       37132/262144   (14.2%)
LDR leaf ambient      4058/65536      113624/1835008  ( 6.2%)
HDR leaf ambient      9283/65536      259924/1835008  (14.2%)
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]           1/6496     ( 0.0%)
pakfile               [variable]      173830/0        ( 0.0%)
physics               [variable]     2832102/4194304  (67.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)
Re: [map] Titanic Posted by Wild Card on Sun May 14th 2017 at 10:33pm
Wild Card
2321 posts
Posted 2017-05-14 10:33pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I've spent quite a bit of time debating the scale issue.. how much I should care about it (which I've determined is likely less than how much I actually care about it). I've been walking around the map so far looking at everything, throwing in a bunch of NPCs, going back over the blueprints, checking original photos as well as screen grabs from the 1997 movie, and I think I've come to a conclusion.

At present, I am using the ever ubiquitous 16unit = 1foot measurement found everywhere online. But it feels too big. Part of that is described in various places because the player's eye level is around 4feet, while the model overall is around 5, if I recall correctly.

I had previously toyed with changing the scale to 12 units = 1foot, and I did find that the scale seemed more fitting, but it would mean a buttload of work. In addition, it would mean many areas fore and aft of the ship would either be inaccessible due to dimensions being smaller than the player collision hull (32units), or I'd have to enlarge these sections quite a bit, which would also screw up the scale.

Spending quite a bit of time walking around the map I've found now I think what bothers me the most about the scale is the height. Previously I found even rooms - such as the bridge - were far too big, not just tall - but looking at the blueprints again, some of the scale starts to show. For instance, the bridge is just over 5 stations long. At that part of the ship, stations are 36 inches apart. Which means the bridge is just over 15feet long, or around 4 and a half meters long. Well, when I take that information and go back in game, I kinda feel like I got it right.

While I cant seem to find a reference at the moment to the height of the bridge (or any other Boat Deck level location), it seems I had used 8'6" previously. Given other decks are generally 9' tall, I think this is an appropriate setting.

So, long story short (too late!) I think what I will experiment with a bit is going on a scale of 16units = 1 horizontal foot, and 14 units = 1 vertical foot.

With that in mind, I'm posting the screenshot below, which on the left shows what that scale would look like for the bridge (again, 8'6" tall), and on the right is the original 16unit. The actual total difference is only 17 units (136 v 119).
User posted image
I think at this point if I'm not happy with the new 14unit vertical foot scale, I'll stick to what I have and move forward with this.

Where I had left off last time - before getting all caught up in this scale issue - was that I was hitting the brush limit. I had started converting some things into Propper models and that seems to work well for what I'm trying to achieve. I still have things I will be converting so that I can then continue working on the ship. Not counting passenger rooms, most other spaces have been built with the exception of areas in the Orlop and Tank Top (engine rooms, cargo/food stores, etc). Once I've got everything built I'll want to add in some minor details to rooms, as you see in the shot above I added telemotors and wheel. Extremely preliminary, but eventually I want some kind of detail in here. Right now I'm thinking that likely all this detail will be Propper models. Ill also be converting the staircases (both Grand and both 2nd class) to models as well. Should give me back about 500 brushes.
Re: [map] Titanic Posted by Wild Card on Tue May 16th 2017 at 11:57pm
Wild Card
2321 posts
Posted 2017-05-16 11:57pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Remembered where I had left off 5 years ago and decided it would be best to continue there. When I got that wrapped up, I noticed that some of my brushes didn't line up.. keeping in mind I am on a 1unit scale. I also have many brushes, mostly around staircases and the boiler casings which extend vertically across many decks, causing issues with textures, so thinking now I'm going to minimize those back to deck by deck, and at the same time redo my VIS grouping and adjust the brushes to the current scale.

Once that is all done, I'll revisit the scale issue.

I also decided, similar to the guys over at the Honor and Glory team, to track progress on small scale deckplans. I didn't want to waste too much time doing this so it's not uber pretty, but it works, and should also help me keep track of where I am. The image below is the result of about 2-3 hours of work getting it all up, and I rushed it a bit cause I was tired of doing it. Areas in red have basically not been done except for a basic box, yellow are areas that I had built 5 years ago - keeping in mind no detail whatsoever - and the few areas in green are what I've built over the past 3 days. The areas uncoloured should mostly be red but this is where I got lazy.
User posted image
Re: [map] Titanic Posted by No.2 on Tue Jun 6th 2017 at 11:42am
No.2
67 posts
Posted 2017-06-06 11:42am
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
You already did good amount of work and even more is waiting to be done.
This is such a complex project tha iam fainting. Im glad when i put together room and some corridors, smack on it some symple triggers and functions and that usualy takes me couple of days.
This would end me. :lol:
Whiting for some pictures from 3D or compiled maps
good luck
Let's Rock'n'Roll