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Work in progress: New Republic Prison Ship from The Mandalorian


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44 minutes ago, ZanderNao said:

I absolutely love your approach to this! Fantastic. Reaching out with well researched questions, checking for the techniques to improve. It already is a beautiful map but it'll only get better from here!

As for the security guard, I had a slight miscommunication with my 3d modeler that I commissioned. I asked for (and provided picture references) for the New Republic Security droid with an alternate head from a different droid, but he made the whole body of the other droid first. We switched gears to prioritize the security droid but we'll come out the other side with two new droid types instead of one, lol.

Thanks for sharing your progress, you are astounding!

Miscommunication happens!    Sounds like you may have a good deal in two for 1 droid models!     

I thought about your droid model and reaching out to you - do you think you will add taunts?   The Security Droid appears in two episodes,  I heard a few good lines that would make fun soundbites!

I think with this map,  having it nicely optimized before the first beta test/release is key.    Its fairly simple overall, so having nice looking areas that run well could make quite the difference in peoples opinions/experience with the map.    Im hoping I can significantly optimize the level with the use of models, though it will take the generous input from someone far more experienced than I am currently to make sure it turns out well.   

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1 hour ago, fullkevlar said:

Miscommunication happens!    Sounds like you may have a good deal in two for 1 droid models!     

I thought about your droid model and reaching out to you - do you think you will add taunts?   The Security Droid appears in two episodes,  I heard a few good lines that would make fun soundbites!

I think with this map,  having it nicely optimized before the first beta test/release is key.    Its fairly simple overall, so having nice looking areas that run well could make quite the difference in peoples opinions/experience with the map.    Im hoping I can significantly optimize the level with the use of models, though it will take the generous input from someone far more experienced than I am currently to make sure it turns out well.   

If you send me the sound files, I am assuming I can incorporate the taunts. I know the bitrate's very finicky but I've modified taunts before and had it work.

I'm also going to pay the 3D artist for both models. We've got a good working relationship going and I want to be fair for the work they put in.

The map already looks way better than most starting level attempts. It'll only get better with some input from the experts. A well optimized map with a fair layout like this can become the bread and butter for players for years to come!

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Mostly things unseen, but ive updated some geometry for optimization, made a new quickie custom texture mock-up ship interior door(s) to match the source (the one behind the ladder), and some other texture changes.

 

BguIdSF.jpg

 

More changes coming soon!   Deleting brushwork details to make them textures!   More optimizing! Better floor textures!   improved textures in general!   Shaders!!

 

 

EDIT:    Things done during the rest of the time available to work on the project today:   

Built out the basic geometry of the control room space to scale-ish - the actual film set construction has computer panels that over reach into the doorway, which just makes the already small space cluttered, so the build is slightly altered to better accommodate players.

Floor texture with white trim built-in made today and applied in areas were the geometry was ready, allowing for removal of the white detail brushes that run around the boarder of the hallway floors.  

Other miscellaneous work.

The project keeps moving forward!

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Rebuilt the map geometry and the cell doors this weekend.    Its cleaner, modular, and optimized.   The floor details and the ceiling lights have been "absorbed" into their respective panels as textures. removing a significant amount of brushes.

anXn9jr.png

The next steps:

Re-propagate the modular pieces out to complete the rest of the map, altering a few areas as needed.

Rebuild /Clean up the ladderway and possibly make it into a model.

Clean up the control room,  and make new custom textures for the various consoles, paneling and lighting.

Make a few shaders: the floor needs a specular, the ceiling will become a light emitting shader, and a few others.

Then will need some testers (soonish, depending on available time to do the rest of the work).

 

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On 2/21/2021 at 5:49 PM, ZanderNao said:

Ohhh! I love your progress, your gameplan, and your opening for testers!

Thanks.

I know it's mostly been redundant, though I've been learning quite a bit as I go, with great assistance from the community.

Workflow, better understanding of how to build out geometry efficiently, planning the map design, limitations of the editor.   All useful tools for subsequent projects.

(And I have a lot of locations for map ideas I would like to try to bring to life.)

 

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Quick shots of the unfinished control room:

Sj1MKMw.jpgbfuh4X7.jpg

Ipj4BYI.jpg

kfGD5nt.jpg

pabumZU.png

AGhtval.jpg

Just attached the control room to a random incomplete point on the map to take a photo, the entryway hall will be different.    

The room may need some adjustments in length, though it's close - with textures it should take on a fair resemblance.

Potentially needs a new chair model to match the source.

The little panel is the first objective.   It simulates the scene where mayfeld finds the prisoner cell number on a monitor.   

The panel will activate the second objective, activating a trigger panel that when used. opens the prisoner cell door where the NPC is spawned. 

It also activates the first stage of the alarm system,  one set of blinking pillar lights that pulse in sequence from off to on (for ~ .5 seconds duration, repeated until the match is over),  the first sequence of the "blink" happening in the large corridors, followed by a blink down the second corridors, as shown in the episode.

(Currently the panel activates the emergency door system mock-up, triggering shutting doors when a player is "spotted", which is the second stage of the alarm system that occurs when the NPC is engaged)    

 

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I would recommend to scale down these chairs: unfortunately they are slightly bigger than what the JO/JA characters use. I think modelscale 0.75 would do fine. If you have doubts, check the map_objects/cinematics/chair.md3 model for reference – it's the one used in a cutscene on Coruscant in Jedi Outcast.

Adding some 'imperfect side' to the textures would also help improving the general feel of realism to the walls, I think. Or shaders.

I'll send you a texture, which you might like to use in the map. If not for walls, then maybe for the floor. ☺️

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1 hour ago, NumberWan said:

I would recommend to scale down these chairs: unfortunately they are slightly bigger than what the JO/JA characters use. I think modelscale 0.75 would do fine. If you have doubts, check the map_objects/cinematics/chair.md3 model for reference – it's the one used in a cutscene on Coruscant in Jedi Outcast.

Adding some 'imperfect side' to the textures would also help improving the general feel of realism to the walls, I think. Or shaders.

I'll send you a texture, which you might like to use in the map. If not for walls, then maybe for the floor. ☺️


You're right, I just placed the chairs and some placeholder textures, so it wasnt just a grey room blockout.🙂

xqM7IGB.jpgrFpQfEC.jpg

 

I totally agree, the wall textures need some wear.   Its something I just have not got to yet.

There is a lot of work left to do, especially in "polishing" the map!

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For fun :    Dollar store concept version of Rax Jorris as Ranzar Malk, the gang leader that offers Din the prison break job.

 

yMFUJVg.png

 

After the main work is done with the ship map,   I have interest in making all of the characters seen in the show.    Would be nice for a single player mod, that also includes the chop shop space station from the episode.    

I think it would be cool just to make the full roster of characters in the show -  I think even the concept art sbd-style security droids would be a fun addition.

 

the-mandalorian-ch-6-concept-art-11_06d3

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1 hour ago, Noodle said:

I think the same, have been meaning to do some characters for some time now.

I would be grateful for anything you made.   

(and put your name on the prisoner list on one of the control room monitors)

I expected to be completing this map for some time now, so no worries there lol!       

I have been derailed many times the past few months, just extremely busy.     Though I put in time when I can, its always moving forward, even if its just testing the map solo for a few minutes an evening and looking for ways to improve.   

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9 hours ago, ZanderNao said:

Speaking of characters for this map, here's the update on the New Republic security droid being modeled by Phazzzer. Keep in mind this is currently higher poly/vert count than the finished Jedi Academy model will be. It's still a sort of WIP.
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It looks quite good!

Will the head antenna be texture, or do you suppose he just did not get to it yet?

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Just now, fullkevlar said:

It looks quite good!

Will the head antenna be texture, or do you suppose he just did not get to it yet?

Hahaha. It won't be texture. I thought about bringing it up last night cause I noticed the same thing but didn't want to rain on the parade. I guess I should mention it before he gets too far.

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1 hour ago, ZanderNao said:

Hahaha. It won't be texture. I thought about bringing it up last night cause I noticed the same thing but didn't want to rain on the parade. I guess I should mention it before he gets too far.

Its a really great rendition so far.   Maybe too good for the map! 🙂  

That little antennae piece looks like the only aspect not added yet.

FCR-2320_plate.jpg

4SmBLDP.png

Its certainly motivating to see, and makes me want to open up the editor and get to work!  

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Thinking about naming for when the map is (eventually) released.

They put a name to the ship in the second season,  calling that specific ship Bothan-5.   

I was thinking of using that as the map name, rather than New Republic Prison Ship.     

 

Also considering a few gameplay variations.   Currently the goal is to have the map be an npc escort, reflecting the show as source material.       I think its a feasible gameplay option - though I also thought that perhaps it becomes too campy for the defending team.       

Maybe the defenders could have an objective of boarding the razor crest in search of the child, somewhat like the show where the droid is playing hide and seek with baby yoda.       That way both sides have incentive to keep pressing, or gives each team different gameplay options in either defensive or offensive play.

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2 hours ago, fullkevlar said:

Thinking about naming for when the map is (eventually) released.

They put a name to the ship in the second season,  calling that specific ship Bothan-5.   

I was thinking of using that as the map name, rather than New Republic Prison Ship.     

Yes, I really like that name as a map! Much more memorable than New Republic Prison Ship. 

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Object / Map screen ROUGH WIP.


Its an early raw map editor as the map photo, the map graphic (obviously) needs to be redone\restyled to presentable.

Mini map is partially functional (lol),  I think I still have a shader/script bug to resolve-  the mini map looks "unwrapped", and zoomed out.  

Moderator Edit (by AshuraDX):

HPDvqVr.png

Edited by AshuraDX
Readded the image from history ~AshuraDx
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11 hours ago, fullkevlar said:

 

Object / Map screen ROUGH WIP.


Its an early raw map editor as the map photo, the map graphic (obviously) needs to be redone\restyled to presentable.

Mini map is partially functional (lol),  I think I still have a shader/script bug to resolve-  the mini map looks "unwrapped", and zoomed out.  

 

Looks like your image went missing 😅

EDIT:

I fixed it for you by grabbing the link from the posts edit history 😉

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since you re gonna do scripting, may i suggest your extraction is a random positioned prissoner, to make things more interesting (meaning different routes etc) target random to more than 1 spawner. And  script accordingly objectives (so prisoner is randomly placed in different cells so different actions or switches have to be triggered.)

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4 minutes ago, Lazarus said:

since you re gonna do scripting, may i suggest your extraction is a random positioned prissoner, to make things more interesting (meaning different routes etc) target random to more than 1 spawner. And  script accordingly objectives (so prisoner is randomly placed in different cells so different actions or switches have to be triggered.)

I was just thinking about the NPC and some scripting!     

Your idea sounds like something I would like to try, though I will likely need some pointers when the time comes.   I initially hoped for 3 potential locations where they could spawn, just to add some variety.    I will have to look into how to make all of that work- im sure ill have questions!

Unfortunately, I have really had nearly zero time to do real work on the project.    My winter was totally absorbed in work/unexpected home disaster repair, when typically in winter I have a flexible work schedule and time for an actual life and hobbies!    

I appreciate all of the ideas, support and insights everyone has been providing!     Its looking like I may have some free(ish) time coming in a week or so, so expect more work and questions soon!

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23 hours ago, Lazarus said:

since you re gonna do scripting, may i suggest your extraction is a random positioned prissoner, to make things more interesting (meaning different routes etc) target random to more than 1 spawner. And  script accordingly objectives (so prisoner is randomly placed in different cells so different actions or switches have to be triggered.)

Would the idea below be a viable method of implementing a random npc spawn?

Set up the three potential prison cells, each with an NPC spawner and a trigger on the door panels - both set to inactive.   

Is there a target random entity?   I've not used one before if that exists.   If so, I would imagine that I could link the target random to 3 separate target-activate that could activate one of the 3 npc spawner and the door panel sets.

Or is it more complicated than that, requiring actual scripting?

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