• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
[QUOTE=Dark One;44354880]i'd say the map could easily be extracted and used in gmod, because half life mapping has two options that of the long and hard way or using models and unless they've rewritten everything for their version of sources mapping.[/QUOTE] do you have any idea what you're talking about?
[QUOTE=wintergore;44360551]I've checked this thread twice and i'm having trouble understanding what I need to do to get a model working for sfm, if someone could list the process for ripping the files and converting them I would appreciate it a lot.. or if anyone has any download links for sfm models even better![/QUOTE] If I can get some better VMT settings as well as working IK rig, I could do a release of the pilots I have at the moment.
Here's a problem I've run into so far I've thrown everything into SFM and it all works fine except one thing,The Self illumination wont work, The entire model(section) appears over bright rather than the areas that have been masked off by the "$selfillummask" Here's a cut down version of one of the Grunts VMT [CODE] "$selfillum" "1" "$selfillummask" "models\humans\imc_grunt\anti_titan\grt_imc_at_head_urb_ilm" "$selfillumtint" "[10 10 10]" [/CODE] I can stop it from doing this by removing "$selfillumtint" "[10 10 10]" but then NOTHING on the model glows. Has anyone fixed this or are you just editing the textures and throwing it into the diffuses alpha channel?(I really don't want to have to do that)
[QUOTE=Dark One;44358908]thats because i don't viciously stalk each and every page, following every minor change and edit..[/QUOTE] I like to check threads for updates and news, FUCK ME I MUST BE A VICIOUS STALKER I'M SORRY!
[QUOTE=RustledJimmys;44365045]I like to check threads for updates and news, FUCK ME I MUST BE A VICIOUS STALKER I'M SORRY![/QUOTE] You know its funny because I released the unpacker the moment I created the original post :)
I was just about to report a problem with certain sounds, but then discovered the cause & promptly arranged a meeting with Face & Palm. I'll write this nonetheless in case anybody here who is interested in the sounds encounters this. This was written when using VPK 2.2, so subject to possible changes. Using Audacity, I've been able to so far import & listen to all of the sounds via "Import > Raw Data" without a hitch, aside from a specific group of Weapon Sound Effects I believed to be distorted or corrupted. Such examples were "[I]wpn_hemlok_1p_wpnfire_core_3shotburst_6ch_v1_04[/I]", "[I]wpn_arccannon_1p_wpnfire_largetail_6ch_v1_01[/I]" & "[I]wpn_cbr101_1p_wpnfire_firstshot_core_6ch_v2_01[/I]". What I was doing wrong was that infact they were audio files with 6 Channels (With all the others being 1 Channel, aka Mono & 2 Channel, aka Stereo) and I had been importing them as 1 Channel Audio, distorting them upon import. For some reason, Audacity was automatically detecting 1 Channel & 2 Channel for me in the Import settings, but wasn't for the 6 Channel audio, defaulting it to 1 Channel instead. So in summary, when importing your audio, be sure to check their number of channels ([I]wpn_cbr101_1p_wpnfire_firstshot_core_[B]6ch[/B]_v2_01[/I], [I]wpn_hemlok_reload_empty_chargeforward_fr76_[B]2ch[/B]_v1_01[/I], [I]wpn_hemlok_1p_wpnfire_trigger_[B]1ch[/B]_v1_01[/I], etc). If they're 1 or 2 Channels, Audacity should automatically detect them when it brings up the Import settings. [url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_01.png[/url] If you're importing a file with more than 2 Channels, Audacity doesn't seem to detect it, and automatically detects it as "1 Channel (Mono)", so just simply switch it to the number of channels indicated by the "[?]ch_" in their name ("6ch" = "6 Channel" for example), then proceed! [url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_02.png[/url] You can then feel free to rerender the track into whatever format you wish for your listening, editing or modding pleasure. Hope this helps anyone who has made similar mistakes as myself.
Hi, I know this is probably a noob question, But I'm trying to turn the imc_spectre model to work as an npc in gmod. Ive been able to put the model in gmod all peices working and everything, but only ragdoll. Ive been looking at alyx from half life 2 as a control, which is in something like alyx_ani.mdl. but the spectre animations seem to be in an .ani file? If I write my own spectre_ani.mdl, what functions define movements? sorry if that sounds stupid, first time working with source engine.
[QUOTE=Bizargh;44365137]I was just about to report a problem with certain sounds, but then discovered the cause & promptly arranged a meeting with Face & Palm. I'll write this nonetheless in case anybody here who is interested in the sounds encounters this. This was written when using VPK 2.2, so subject to possible changes. Using Audacity, I've been able to so far import & listen to all of the sounds via "Import > Raw Data" without a hitch, aside from a specific group of Weapon Sound Effects I believed to be distorted or corrupted. Such examples were "[I]wpn_hemlok_1p_wpnfire_core_3shotburst_6ch_v1_04[/I]", "[I]wpn_arccannon_1p_wpnfire_largetail_6ch_v1_01[/I]" & "[I]wpn_cbr101_1p_wpnfire_firstshot_core_6ch_v2_01[/I]". What I was doing wrong was that infact they were audio files with 6 Channels (With all the others being 1 Channel, aka Mono & 2 Channel, aka Stereo) and I had been importing them as 1 Channel Audio, distorting them upon import. For some reason, Audacity was automatically detecting 1 Channel & 2 Channel for me in the Import settings, but wasn't for the 6 Channel audio, defaulting it to 1 Channel instead. So in summary, when importing your audio, be sure to check their number of channels ([I]wpn_cbr101_1p_wpnfire_firstshot_core_[B]6ch[/B]_v2_01[/I], [I]wpn_hemlok_reload_empty_chargeforward_fr76_[B]2ch[/B]_v1_01[/I], [I]wpn_hemlok_1p_wpnfire_trigger_[B]1ch[/B]_v1_01[/I], etc). If they're 1 or 2 Channels, Audacity should automatically detect them when it brings up the Import settings. {Image coming when Majhost's Uploader complies with my demands} If you're importing a file with more than 2 Channels, Audacity doesn't seem to detect it, and automatically detects it as "1 Channel (Mono)", so just simply switch it to the number of channels indicated by the "[?]ch_" in their name ("6ch" = "6 Channel" for example), then proceed! {Image coming when Majhost's Uploader complies with my demands} You can then feel free to rerender the track into whatever format you wish for your listening, editing or modding pleasure. Hope this helps anyone who has made similar mistakes as myself.[/QUOTE] Informative but 3.0 processes all the audio for you :) no need for audacity thanks however for this info might help people who are working with my tool presently
Here's a look at most of the human and robot models. I didn't repost sarah, macallan, or the IMC pilot that are in the front of the thread. Btw, in case anyone is looking, the higher quality first-person arms are in weapons/arms. [URL=http://imgbox.com/89XXDjoB][IMG]http://t.imgbox.com/89XXDjoB.jpg[/IMG][/URL] [URL=http://imgbox.com/0scpS9OX][IMG]http://t.imgbox.com/0scpS9OX.jpg[/IMG][/URL] [URL=http://imgbox.com/K5XvjlDc][IMG]http://t.imgbox.com/K5XvjlDc.jpg[/IMG][/URL] [URL=http://imgbox.com/pcTe0Pxr][IMG]http://t.imgbox.com/pcTe0Pxr.jpg[/IMG][/URL] [URL=http://imgbox.com/PUUGymN0][IMG]http://t.imgbox.com/PUUGymN0.jpg[/IMG][/URL] [URL=http://imgbox.com/TiaKBCgd][IMG]http://t.imgbox.com/TiaKBCgd.jpg[/IMG][/URL] [URL=http://imgbox.com/3ZGxwk0b][IMG]http://t.imgbox.com/3ZGxwk0b.jpg[/IMG][/URL]
[QUOTE=cra0kalo;44366960]Informative but 3.0 processes all the audio for you :) no need for audacity thanks however for this info might help people who are working with my tool presently[/QUOTE] That is fantastic news! Looking forward to the 3.0 update.
[QUOTE=dragbody;44367290]Here's a look at most of the human and robot models. I didn't repost sarah, macallan, or the IMC pilot that are in the front of the thread. Btw, in case anyone is looking, the higher quality first-person arms are in weapons/arms. [URL=http://imgbox.com/89XXDjoB][IMG]http://t.imgbox.com/89XXDjoB.jpg[/IMG][/URL] [URL=http://imgbox.com/0scpS9OX][IMG]http://t.imgbox.com/0scpS9OX.jpg[/IMG][/URL] [URL=http://imgbox.com/K5XvjlDc][IMG]http://t.imgbox.com/K5XvjlDc.jpg[/IMG][/URL] [URL=http://imgbox.com/pcTe0Pxr][IMG]http://t.imgbox.com/pcTe0Pxr.jpg[/IMG][/URL] [URL=http://imgbox.com/PUUGymN0][IMG]http://t.imgbox.com/PUUGymN0.jpg[/IMG][/URL] [URL=http://imgbox.com/TiaKBCgd][IMG]http://t.imgbox.com/TiaKBCgd.jpg[/IMG][/URL] [URL=http://imgbox.com/3ZGxwk0b][IMG]http://t.imgbox.com/3ZGxwk0b.jpg[/IMG][/URL][/QUOTE] Is it possible to get the IMC grunts with an open visor?
Hey guys! I've been following this thread for about a week and I've been very impressed with the work everyone has done so far. Especially Cra0kalo, excellent work on the tool and helping me debug some issues I had with the install. This is my first time using such software to access 3D files in order for use elsewhere. I am hoping to extract the model files for as much of the game as possible for an authentic short film that will be either animated or created using a game engine. I have followed some of the various methods put forward by a couple of the people extracting here, and have managed to get a few models consistently into Blender through the tool -> Crowbar -> Blender. However, I'm a little stuck and with my experience in Maya I was hoping to get these models textured correctly before I fiddle with them for my purposes. This is about as far as I get: [URL="http://imgur.com/qz8q5Z4"]http://imgur.com/qz8q5Z4[/URL] Ultimately, I need to learn how to get the in-game textures onto the models correctly so I can get them into Maya or 3Ds (preferably the former since I don't see why it would have to be 3Ds specifically), or learn how to go from crowbar directly into Maya. Can anybody give me a hand with this problem? Any assistance is greatly appreciated! I was seriously considering modelling everything from scratch, but I'd rather have it authentic, and with a shorter development time!
For starters, Use the SMD import plugin on 3DSMax, convert the VTF textures to TGA using VTFEdit.
No worries, from memory those plugins were linked earlier. I'll have a look into it and get back to the thread with my progress. Thanks! Edit: I have no idea, but for some reason I simply can't get the SMDImporter to show up inside 3Ds Max. I am certain I am using the correct 64-bit .dle (all others come up with load errors), and 3Ds says it is indeed loaded, but no dice! According to the creator it is meant to be in the File dropdown of Max, and I've looked there and in several other places. Any ideas guys? Alternatively, if I can texture them using Blender, that would solve my issue.
[QUOTE=pepsiguy_2;44368916]For starters, Use the SMD import plugin on 3DSMax, convert the VTF textures to TGA using VTFEdit.[/QUOTE] There's actually no need to convert and apply the textures in the 3d viewport of max since they are already applied. You just need to export the smds and keep the vmts the same and it will work.
[QUOTE=Stiffy360;44376759]There's actually no need to convert and apply the textures in the 3d viewport of max since they are already applied. You just need to export the smds and keep the vmts the same and it will work.[/QUOTE] He didn't specify whether or not he was putting them back into Source. He just said he wanted the textures applied correctly in Max or other places
[QUOTE=pepsiguy_2;44377097]He didn't specify whether or not he was putting them back into Source. He just said he wanted the textures applied correctly in Max or other places[/QUOTE] ah, it should still have the texture applied, so you just use the eyedropper to sample the material, then apply the correct sub textures.
Hey guys, making a lot of progress. I can get everything I need into Maya fine, but my UVs seem to be messed up. Why do my models always come in like this when I apply textures? What is wrong with the UVs? [URL="http://imgur.com/y8YEjST"]http://imgur.com/y8YEjST[/URL] If any light can be shed on this matter I'd love it, since it's pretty much the last problem I'm having getting the models ready for my purposes. [B]Edit: No, I am not using the models for source at all. I am actually prepping them for a little animation work in CryEngine, but that side of things I can handle.[/B] Just need to work out these bloody UVs! Edit: Edit: When I import the models to Blender, they are not textured either, if that helps. So when I go from Blender into Maya (via FBX) they still do not have the texture applied, and then when I apply as a new texture they look like the above linked picture.
[QUOTE=JLZanglein;44379124] [URL="http://imgur.com/y8YEjST"]http://imgur.com/y8YEjST[/URL] [/QUOTE] Why are you applying the hemlok lmg textures to the hemlok bf-r? [img]http://img2.wikia.nocookie.net/__cb20140313010312/titanfall/images/1/13/SpitfireLMG.png[/img] lmg [img]http://img1.wikia.nocookie.net/__cb20140313005857/titanfall/images/9/91/HemlokBFR.png[/img] bf-r
Whoops. Probably got them from the wrong file! I could have sworn these were the same. Alright I'll try and get the proper stuff and return, however in Maya the UV's are in a cell separate from the texture so I am unsure if this means something is wrong with the UVs or if they are 'locked' having been complete for the artist. Like this: [URL="http://imgur.com/0xYuAZ5"]http://imgur.com/0xYuAZ5[/URL] What line am I searching for in the VPKToolkit for the correct Hemlok texture? [b]Edit:[/b] Yep, same issue with correct texture - [URL="http://imgur.com/F4uVKCN"]http://imgur.com/F4uVKCN[/URL] Final Edit: Fixed it all up! Looking good and proper now! Just had to rotate and align the textures. Thanks for all the pointers from private chat and here guys!
[QUOTE=JLZanglein;44379304]Whoops. Probably got them from the wrong file! I could have sworn these were the same. Alright I'll try and get the proper stuff and return, however in Maya the UV's are in a cell separate from the texture so I am unsure if this means something is wrong with the UVs or if they are 'locked' having been complete for the artist. Like this: [URL]http://imgur.com/0xYuAZ5[/URL] [/QUOTE] This happens after each decompilation. If you compile and decompile it again the UV's would go down another cell bellow. To fix that I use milkshape 3D because I don't know where else you can specify UV offset in digits. [IMG]http://puu.sh/7Mx9N.png[/IMG]
[QUOTE=dragbody;44367290]Here's a look at most of the human and robot models. I didn't repost sarah, macallan, or the IMC pilot that are in the front of the thread. Btw, in case anyone is looking, the higher quality first-person arms are in weapons/arms. ][/QUOTE] You should repost them because the ones in the OP looks like shit.
Standby for titan mod [IMG]http://puu.sh/7NFOL.jpg[/IMG] [IMG]http://puu.sh/7NFHx.jpg[/IMG] [IMG]http://cra0kalo.com/upload/staging/store/push/2014-03-29_17-09-51.gif[/IMG] Release 3.0 soon
Oh boy... What kind of improvements will 3.0 bring? Or is that secret? Edit: never mind. saw the changelog.
[QUOTE=Ophuis;44389078]Oh boy... What kind of improvements will 3.0 bring? Or is that secret? Edit: never mind. saw the changelog.[/QUOTE] -snip- Before 3.0 release though my friend and I replacing players with Dorito packets [IMG]http://puu.sh/7NGXu.jpg[/IMG] Ideas are welcome but yeah when you get stepped on you pop and chips fly out etc. Oh yeah also sounds are fixed [video=youtube;iiXk_ZkQgO8]http://www.youtube.com/watch?v=iiXk_ZkQgO8&feature=youtu.be[/video]
Parkouring Doritos is the only thing this game ever needed to become truly nextgen.
so, what are the titans mountain dew?
[QUOTE=cra0kalo;44389203]-snip- Before 3.0 release though my friend and I replacing players with Dorito packets [IMG]http://puu.sh/7NGXu.jpg[/IMG] Ideas are welcome but yeah when you get stepped on you pop and chips fly out etc[/QUOTE] I have a Gordon freeman skin already rigged up if you want it.
Has anyone managed to make a working SFM IK rig with the default Skeleton? My model always ends up collapsing and glitching and I have a feeling it's because there are extra bones in the arms which aren't define in the SFM IK script at the moment I'm just trying to remove them through some QC commands and reassign to the parent bones Is this right?
I can't wait to see these mechs in gmod :D
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