The Titanic Mod brings people at one of the most detailed and accurate free 3D recreations of the Titanic ever made. It puts the player in a whole new storyline for the game Mafia.

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Report RSS Reading and Writing Room Ingame Diffrence BETA (view original)
Reading and Writing Room Ingame Diffrence BETA
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Argoon
Argoon - - 1,076 comments

You need to bake lightmaps in your 3d tool because right now the lack of shadows makes it look very flat.

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bowtiekindaguy
bowtiekindaguy - - 72 comments

He couldn't get the SDK so lightmaps aren't possible. He could do the lightmap in the 3d tool I don't know how well it'd work on LS3D and may cause a spike in RAM requirements.

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MrRobville Author
MrRobville - - 735 comments

You explained it pretty well.

It is possible to bake textures onto models, but if I bake shadows onto a texture of a room and preserving it's resolution, I would need to make images of >90.000X90.000 pixels. And that would crash the game during loading already.

too bad the LS3D engine is a decade old and doesn't support dynamic shadows.

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Necrod
Necrod - - 1,302 comments

You put so much effort into models, too bad this engine can't show it :/

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MrRobville Author
MrRobville - - 735 comments

After the MTM is finished it will be ported to other games aswell. Like "Amnesia - the dark descent" and maybe also COD4 MW, L4D2, GTA IV/V and Skyrim.

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Argoon
Argoon - - 1,076 comments

I don't know how you are making the models for this or what the engine supports or not, but you shouldn't need 90.000x90.000 textures (is not even possible btw GPU's can only render till 8192x8192), if you can give different materials to surfaces is totally possible to bake shadows on the models without sacrificing resolution, if you can't then the only other way i know is using a second uv channel to drive the lightmapps but the engine need to support that.

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MrRobville Author
MrRobville - - 735 comments

The first class dining saloon's floor surface is a few tens of meters long and the entire width of the ship.
The floor texture tile is probably gonna be 512X512 pixels. if you cover the entire floor with that tile texture and make it one large texture instead of multiple tiled ones, you would get a massive size texture. Now add to that all of the walls, ceiling, details. and then think of each room being rendered this way. Textures would be massive.

Take the Hull texture for example it's 9000X1071 pixels, just to keep the resolution. In crysis a simple tile texture of metal and some 3d crafted plates would get a better result.
Original hull texture is 16564X2000 pixels and worked ingame, but due to performance reasons I scaled it down.

the LS3D engine supports very little using the 3rd party tools. I'm unable to use multi channels other than a chrome effect and fullbright textures.

The game originally has it's own tricks for baking shadows. Again, I'm unable to achieve that.

Ofcourse 90.000X90.000 pixels is only a random number

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Description

Read this first.

These images show a quick conversion of the new Reading and Writing room into mafia. As you can notice, lighting is too dark and the windows are doubled. This is because of the exterior model that hasn't been altered yet.
The interior will have a diffrent scene appart of the exterior with diffrent lighting. The final result will look proper.

That aside, take a look at the mayor diffrences that can be seen now. The detail, but mostly the visible depth.