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  • 3D Virtual Whitechapel

    This has already been touched upon on these forums. Several people have started similar projects and indeed I think we all agree that the best example so far of recreations of Whitechapel are those done by Jaakko Luukanen. Monty kindly sent me some images and links of the things that he and Jaakko had achieved and indeed I posted on these forums a while back about my intention to do something similar.

    My intention is to create a virtual whitechapel similar to the kinds of things I've mentioned above. My project however will allow you to walk around the various 'murder districts' in real time (well 1888!). You will be able to create an account, login, choose a character (Victorian wo(man)), Launch the system and be dropped into Whitechapel to walk around freely viewing all the JtR locations. You won't be alone because others will be able to walk around with you. If you are aware of things called MMORPG's (Google is your friend) then you will understand what I'm going to create. However, at this stage I don't think it will be 'a game'. I originally intended to create a JtR MMO but I'm not so sure now (bad taste an all). BUT I can still create the murder zones and let folk explore them alone or with 'virtual friends'.

    I've create about 1/3 (one third) of a mile square of the area around Miller's Court with Miller's Court being the centre(ish) of the zone. It's quite detailed and amazingly fun to 'walk around'. The intention is to create the same sizes for the other murder sites and probably other areas of JtR interest. It will take months (indeed it's take months to get this far!) but the finished project should be bloody great!

    I am aiming for accuracy and attention to detail so that when you 'walk' around the area it will be an authentic experience (albeit on your PC!). Complete with fog and the odd scurrying rat (you might even be propositioned!).

    Anyway, Below I have put some images of Miller's Court as an example and for feedback. The court is not as dirty or cluttered as it will be because I've removed all the crap (brooms, bins, boxes and other shite) just so you can see 13 Miller's Court a bit better. I've not completed the court yet. There is loads to do but it's a start.










    Textures (such as the brick) are not finished - treat these images as 'concept art'.

    thanks
    Richard
    Last edited by richardh; 02-02-2012, 02:43 AM.
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  • #2
    Hi Richard, looking good so far mate, keep us up to date with how you're going!

    Comment


    • #3
      Excellent work, Richard. I look forward to seeing the end result.

      Comment


      • #4
        Very nice Richard - excellent work

        Can I ask what game engine you are using please

        Comment


        • #5
          Yes, what engine? Not Unity by any chance?

          Comment


          • #6
            Thanks for the comments.
            I'm using Blender/PhotoShop for modelling, rigging and animation. Gile[s] for light-mapping and for the game engine I started off with the very basic RealmCrafter and am now playing with HeroEngine which will probably be the engine I end up using. trouble with creating something like this for a 3d environment like an MMO is the models need to be low poly (detail) so things don't lag when multiple users are online. Given free reign it would be possible to create an amazingly detailed and authentic interpretation of Victorian London.

            I've got Mitre Square and most of the surrounding area done (Mitre Street, St. James Place, Duke Street etc.). It's quite odd 'walking' around the area.

            Jake, Nemo are you doing something like this?
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            • #7
              Hi Richard

              Thanks for the info

              Yes, I've pretty much completed a rendition of Millers Court and will hopefully get a chance to show something about it at the York conference

              It would be useful for me to show some of your and Jake's screenshots to provide a contrast and so that I can inform people of what is possible

              Though the initial aim of my map was to illustrate the interior layout, I've mentioned a number of times how such maps could be utilised as you say as a multiplayer environment

              I'm limited by my skills and the program which is SoFRadiant, used for the (now ancient) game of Soldier of Fortune so my graphics are nowhere near as detailed as yours or Jake's

              It's useful nonetheless

              As you say, it's interesting to walk around and the lighting is very telling

              I've previously mocked up Mitre Square without the details just to gain insight into the distances and lighting involved, mainly to test whether PC Harvey would have been able to see the Ripper if the Ripper was in the corner when the PC looked into the square

              I'll get in touch privately if you don't mind regarding screenshots

              Your work is definitely along the lines of what I would like to have accomplished

              My long held idea would be for a DVD-ROM which contains some of the seminal works such as the Sourcebook and the A-Z and with the Virtual Whitechapel on it

              Regards

              Nemo

              Comment


              • #8
                Originally posted by Jake L View Post
                Yes, what engine? Not Unity by any chance?
                Hi Jake

                Nemo and I will be putting out something very interesting quite soon.
                allisvanityandvexationofspirit

                Comment


                • #9
                  Beware of the Fog

                  Originally posted by richardh View Post
                  This has already been touched upon on these forums. Several people have started similar projects and indeed I think we all agree that the best example so far of recreations of Whitechapel are those done by Jaakko Luukanen. Monty kindly sent me some images and links of the things that he and Jaakko had achieved and indeed I posted on these forums a while back about my intention to do something similar.

                  My intention is to create a virtual whitechapel similar to the kinds of things I've mentioned above. My project however will allow you to walk around the various 'murder districts' in real time (well 1888!). You will be able to create an account, login, choose a character (Victorian wo(man)), Launch the system and be dropped into Whitechapel to walk around freely viewing all the JtR locations. You won't be alone because others will be able to walk around with you. If you are aware of things called MMORPG's (Google is your friend) then you will understand what I'm going to create. However, at this stage I don't think it will be 'a game'. I originally intended to create a JtR MMO but I'm not so sure now (bad taste an all). BUT I can still create the murder zones and let folk explore them alone or with 'virtual friends'.

                  I've create about 1/3 (one third) of a mile square of the area around Miller's Court with Miller's Court being the centre(ish) of the zone. It's quite detailed and amazingly fun to 'walk around'. The intention is to create the same sizes for the other murder sites and probably other areas of JtR interest. It will take months (indeed it's take months to get this far!) but the finished project should be bloody great!

                  I am aiming for accuracy and attention to detail so that when you 'walk' around the area it will be an authentic experience (albeit on your PC!). Complete with fog and the odd scurrying rat (you might even be propositioned!).

                  Anyway, Below I have put some images of Miller's Court as an example and for feedback. The court is not as dirty or cluttered as it will be because I've removed all the crap (brooms, bins, boxes and other shite) just so you can see 13 Miller's Court a bit better. I've not completed the court yet. There is loads to do but it's a start.










                  Textures (such as the brick) are not finished - treat these images as 'concept art'.

                  thanks
                  Richard
                  Hi Richard,

                  What you've shown us so far is superb. I can't wait for the finished article. Don't overdo it with the fog though, if you're after authenticity. The only foggy month in the autumn of terror was October, during which there were no murders committed.

                  Keep Up The Good Work (& Welcome).

                  Best Wishes, Bridewell
                  I won't always agree but I'll try not to be disagreeable.

                  Comment


                  • #10
                    Originally posted by richardh View Post
                    Jake, Nemo are you doing something like this?
                    Not really, but I have been developing a concept.. To this end I've been looking at Unity as a possible solution to convert my (Cinema4D)models into real-time ones (plus a number of other things.) The broadcast ones are fairly low-poly to begin with.
                    However, the devil's in the non-3d part....

                    Originally posted by Stephen Thomas View Post
                    Hi Jake

                    Nemo and I will be putting out something very interesting quite soon.
                    Hi Stephen!

                    That sounds, ahem,.... Interesting!

                    /jake

                    Comment


                    • #11
                      Hello Richard!

                      Wow! I can't wait until you have finished this project - but I guess I'll have to! The shots you have posted for us really do wet the appetite. Absolutely fantastic!

                      Welcome to Casebook!

                      Carol

                      Comment


                      • #12
                        Jake, when you say the non 3D part, are you referring to the textures or the setting up of the game characteristics?

                        You probably already know this but for those who don't, you can get "lag" when in an online game or 3D environment which is basically a slowing down or loss of internet connection for a moment

                        This is due to what is being passed down the bandwidth of your internet connection from the game server

                        If there are more detailed graphics or more players in a game, the extra information required to be passed on can cause lag

                        Soldier of Fortune was famous in it's day for having minimum lag due to the novel textures in a custom format (*.M32) and particularly for mirroring textures of the player down a centre line, halving the calculations required for fast game movement

                        However, that is back in the day of 486 PCs and something like the Unity game engine and PCs today can handle super detailed textures and multiple players with no problems

                        I haven't checked but I would have thought 64 plus people online at one time in a detailed game environment would be handled with ease, especially if it was a 3D Whitechapel in which you don't need rockets and shooting and helicopters etc

                        Single areas can be linked to others via portals, so that if you are in Mitre Square you could go to a location which would load Berner Street as another level/map, but it would be nice to have the complete Whitechapel to walk around in

                        I think for that at the moment you might have a lot of streets formed with repeating templates but you could always add individual buildings later

                        They would be nice projects for others to work on if you made it open source and you could import Cinema 4D models for example

                        Comment


                        • #13
                          Nemo,
                          This is pretty much what I'm doing. You are correct that the more detail there is within a zone the more lag will happen which is why my areas are only about a third of a mile square at the moment. But these things can be adjusted later on.
                          Tonight I have worked more on Miller's Court as a stand-alone 3d piece with much more detail and improved textures. I think I might carry on with this during the weekend and let you all see how I've done.

                          thank you all for the kind comments. I intended to get this project completed and I also want to create high detailed 3d's of all the locations in the coming months.

                          I will also need some help creating the parts of the locations that have to be created using imagination. For instance the rear of Miller's Court. I think I understand that the Privy 'block' is on the left hand side as you look up the court from No. 13. I'm assuming it is a continuation of the last house on the left and that it's a brick structure with a single door leading into three toilets.

                          Also, the far end of the court - is it a solid brick wall that forms the 'back' side of the court or is it the back of a building that abuts the court?

                          lot's of artistic license and imagination is required for the 'unseen' parts.

                          thanks again
                          Last edited by richardh; 02-04-2012, 04:31 AM.
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                          • #14
                            Me again!
                            Regarding the layout for Miller's Court;
                            I've read on these forums somewhere or other that the toilets were actually outside the window to No. 13 (next to the water pump?). Is this correct? I was under the impression that the toilet block was at the far left end of the court (as you look up from the entrance).

                            Also, would it be possible for someone to clarify the layout for the houses that occupy the left and right sides of the court?

                            I've got it as: (on left side on entering the court)
                            Nos 1 and 2 (one house two floors) (one door and one window on ground one window on 1st floor)
                            Nos 3 and 4 (ditto) (ditto)
                            Nos 5 and 6 (ditto) (ditto)
                            Toilet block

                            On the right:
                            Nos 13 (MJK's abode)
                            Nos 11 and 12 (two floors) (ditto)
                            Nos 9 and 10 (ditto) (ditto)
                            Nos 7 and 8 (ditto) (ditto)
                            (hope you follow all those dittos!)

                            I'm in need of clarification for my 3d interpretation.

                            Finally for now, I notice on one picture that there is another story to the left and right side houses on the court - (ground, 1st AND 2nd). is this correct?

                            ta

                            In the image below, are the windows and doors to No 1/2 correctly positioned? Is there a window above the door?

                            Also, notice that concrete supporting pillar (supporting the arch) can I have some advice on that please?

                            (This image is concept art NOT finished render)

                            thanks
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                            • #15
                              Click image for larger version

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                              None of the images I've seen depict a pillar, Richard. The arch would have supported the above structure, so no need as far as I can see for additional reinforcement. It looks to me as though there's a nib running down the angle of the wall rather than a pillar.

                              Brilliant work, though, and I'm very much looking forward to seeing the completed project.

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