TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=lonefirewarrior;44177397]I did it I... wait what the fuck?
[IMG]https://dl.dropboxusercontent.com/u/27247686/titannonsense.jpg[/IMG]
[editline]9th March 2014[/editline]
Fuck you and your broken ass jazz hands.[/QUOTE]
I think I found this a tad bit too funny. Nicely done.
[QUOTE=Tiberiuss;44183658]Damm, I want it so hard.[/QUOTE]
I foresee a lot of maps made just for mech battles like this, maybe an entire gamemode with custom weapons and crap.
[QUOTE=Kuro.;44186974]I foresee a lot of maps made just for mech battles like this, maybe an entire gamemode with custom weapons and crap.[/QUOTE]
Imagine a server running a gamemode that's essentially a jury-rigged version of Titanfall with like 60 players and physguns.
It'd be pretty funny.
Does anyone know how to fix this error I get when I use mat_reloadallmaterials when a Titan is imported? It would make refreshing the VMTs a lot easier than shutting down SFM and restarting. Thanks.
[t]http://i.imgur.com/bvsTqWt.png[/t]
[QUOTE=VerbalSilence;44182319][url=http://gfycat.com/UnfoldedElectricArawana]I used the interiors to make this PAC outfit in gmod :l[/url]
[img]http://giant.gfycat.com/UnfoldedElectricArawana.gif[/img][/QUOTE]
has anyone got an Atlas titan ready for gmod/sfm?(possible download if answer yes?) THERE SO AWSOME :D
[QUOTE=Atlas852;44188058]has anyone got an Atlas titan ready for gmod/sfm?(possible download if answer yes?) THERE SO AWSOME :D[/QUOTE]
I do believe the answer is no as of current. Everyone's too busy calling everything from the beta "bullshit" to actually work on a public release.
[i]Yay, dumbvotes.[/i]
[QUOTE=lonefirewarrior;44187078]Imagine a server running a gamemode that's essentially a jury-rigged version of Titanfall with like 60 players and physguns.
It'd be pretty funny.[/QUOTE]
Now you've made me sad, as you've reminded me that TF2 gamemode is dead. RIP
don't worrier i'm sure it will come back as dark rp.
[QUOTE=lonefirewarrior;44187078]Imagine a server running a gamemode that's essentially a jury-rigged version of Titanfall with like 60 players and physguns.
It'd be pretty funny.[/QUOTE]
Would be pretty cool. My idea was something more like Metal Warriors' (an SNES classic) multiplayer mode where it's like 4 guys spawn in their mech but they can get on and off whenever they want and hop into other unoccupied machines hidden around the map. They would then have hardpoints for shoulder/ arm mounted weapons like missile pods and rockets.
Ideally though the mechs would be scaled to human size and humans would be scaled down proportionally to make the most of the Hammer grid's limited size.
honestly, i'd just make it like Beast mode
Noob question. I have the models loaded into SFM, but a lot of the human ones faces are distorted (like pieces of face protruding out like triangles etc). What exactly is this, and how do I go about fixing this? PM me if necessary, but I figure other ppl might run into this and want to know a solution for future reference, thanks.
Question, I've imported the Atlas Titan from Kosai106 into Maya and have the textures working fine except for the glow. I've never worked with an emissive map before and am not sure where I need to connect it in Maya. Anyone know?
can someone release titanfall weapon pack with textures? very interested in working with these weapons, thanks
GAMES RELESE TOMORROW :D well for me at least
Hope your servers work mine don't work and im going to Texas tommorow (Merica!) Good luck!
I need to ask, what exactly is the progress on the models. I keep seeing a bunch of Titanfall stuff around the SFM section and a bunch of Titanfall stuff in the perskin thread.
I'm not begging for releases, I just want to know the actual progress.
THE TITANS HAVE FALLEN! :D but i'm low a few $ time to start saving :)
[QUOTE=Abdul1;44206362]can someone release titanfall weapon pack with textures? very interested in working with these weapons, thanks[/QUOTE]
the thing i love about this subforum is that the people that ask "can someone please release _______" versus the number of people that know how to do it is roughly 300:1, even though learning how to do it yourself takes no time at all, especially if you're even slightly computer literate.
[QUOTE=LZTYBRN;44221565]the thing i love about this subforum is that the people that ask "can someone please release _______" versus the number of people that know how to do it is roughly 300:1, even though learning how to do it yourself takes no time at all, especially if you're even slightly computer literate.[/QUOTE]Can you really blame anyone for being scared of the Source engine tools? If they were any more user-unfriendly they'd have teeth.
[QUOTE=The Kins;44221641]Can you really blame anyone for being scared of the Source engine tools? If they were any more user-unfriendly they'd have teeth.[/QUOTE]
i mean, they're not THAT bad. it's confusing to figure out at first, sure, but once you know how to do it it's like muscle memory
[QUOTE=LZTYBRN;44222171]i mean, they're not THAT bad. it's confusing to figure out at first, sure, but once you know how to do it it's like muscle memory[/QUOTE]
considering the source engine lacks any real documentation, almost no developers use it, has a work flow that rivals stuff from 1990's.. i can understand why people don't like to use source.
[QUOTE=Dark One;44222200]considering the source engine lacks any real documentation, almost no developers use it, has a work flow that rivals stuff from 1990's.. i can understand why people don't like to use source.[/QUOTE]
It has a wikipedia full of information which anybody can contribute to. Most of what isn't on the wikipedia can be found on community websites such as Facepunch. It's still a relatively easy engine to work with, it's just not built for next-gen graphics. With effort, you can create very beautiful scenes that almost make you forget it's a 2004 engine. Not to mention you'll probably be able to run those scenes just fine on even low-end machines. Source has gotten to be very underrated nowadays, and quite a bit of the people who nitpick it are people who just compare it to Unreal Engine or Cry Engine and decide they want super ultra realistic or nothing at all.
i think the reason why people compare source engine to other more update to date engines is [URL="http://vimeo.com/11205275"]because the times they are a-changin..[/URL]
Source is fairly intuitive and relatively simple compared to other engines. Other engines are definitely more powerful, but source is good at what it does, and that is making enclosed indoor environments. and TBH I really like brushes and I think they are a good way to plan level design and shapes and that kind of thing.
Once you get past all the quirks, making stuff for source isn't hard at all.
In my personal opinion, Source actually has one of the simplest workflows out of all the engines I've played with (a bit of Unity and UnrealEngine; not too much of either, though).
It maybe isn't the most intuitive workflow in places, and it has its bottlenecks in a few places (only supporting VTF textures rather than TGA, PNG, etc; only supporting MDL models rather than SMD, FBX, etc), but those bottlenecks are hardly terribly inconveniencing ("oh no I have to use VTFEdit to batch-convert my textures", "oh no I have to use studioMDL to drag-drop-compile my models").
What I like most about Source is its easy material engine. It doesn't have as much complexity as other engines, which is exactly what makes it so great. You just want to get a texture to draw on your model? No big deal - make a text file with literally 2 lines (not counting braces) in it, and you're good to go. You want to draw a texture using a normal map, a separate specular map, self-illumination, phong, envmaps, and rimlighting? No big deal - make a text file with the respective lines.
The material engine for Source scales linearly with an exceptionally simple baseline. From what I've experienced of Unity and UnrealEngine, you can't really say the same for them.
UE3's material system is the same except instead writing lines you plug them in graphs so you don't even have to worry about syntax - instead of literally two lines you just connect literally two points
and on top of that if you decide that you want to get more advanced functionality, UE3 also has a lot more exposed material functions as well as supporting more features more consistently right out of the box, whereas Source doesn't scale linearly - it doesn't scale at all
and on top of that UE3 has a centralized workflow whereas for source you'd probably have go through several unstable (probably third party) tools just to get something in engine
and on top of that UE3 has an official documentation site maintained by the developers themselves, whereas the VDN is just a ragtag wiki maintained by users with missing, outdated, and conflicting information
the only good thing is maybe source's CSG mesh creation tools and its envmap support... otherwise the visuals are sorely outdated and its workflow is like playing russian roulette with several different guns at once (2 or 3 of which may be defective and promptly blow up)
Yeah source is great played a bit of TitanFall yesterday was fun, so has anyone had trouble opening pak_01 pak_02 etc for other localization besides English?
They seem to open up fine for me. Though I only checked the French and German files.
[QUOTE=Juniez;44226994]UE3's material system is the same except instead writing lines you plug them in graphs so you don't even have to worry about syntax - instead of literally two lines you just connect literally two points
and on top of that if you decide that you want to get more advanced functionality, UE3 also has a lot more exposed material functions as well as supporting more features more consistently right out of the box, whereas Source doesn't scale linearly - it doesn't scale at all
and on top of that UE3 has a centralized workflow whereas for source you'd probably have go through several unstable (probably third party) tools just to get something in engine
and on top of that UE3 has an official documentation site maintained by the developers themselves, whereas the VDN is just a ragtag wiki maintained by users with missing, outdated, and conflicting information
the only good thing is maybe source's CSG mesh creation tools and its envmap support... otherwise the visuals are sorely outdated and its workflow is like playing russian roulette with several different guns at once (2 or 3 of which may be defective and promptly blow up)[/QUOTE]
UDK's animation stuff is a bit confusing though. Source you select what you want on a timeline, export that, add small qc code and bam you have an animation.
Same thing with collision. You just make sure it's convex, has the main model's material and each sub object is convex, then you export, add the qc code and bam collision.
I could never get collision working in UDK. Also Source's displacements rock.
i've gotten the japanese, korean, and polish ones to open fine. are you having trouble opening them?
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