TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[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]
Theres a first person model for the spectres in that folder but it doesn't look any different? Looks to be the same amount of tris other than missing the head.
Just thought I'd share another update after playing with the VMT settings some more.
[url=http://i.imgur.com/maIAIMD.png]4K image of the pilots[/url]
Still need an IK rig though!
[QUOTE=Ophuis;44396355]Just thought I'd share another update after playing with the VMT settings some more.
[URL="http://i.imgur.com/maIAIMD.png"]4K image of the pilots[/URL]
Still need an IK rig though![/QUOTE]
Looks like nmap has no alpha channel.
Specular maps go to alpha of nmap to specify phong intencity.
Got the data knife working and doing [url=https://dl.dropboxusercontent.com/u/8682580/dataknifelewd.gif]nefarious things[/url] with it
[QUOTE=DP Films;44399436]Looks like nmap has no alpha channel.
Specular maps go to alpha of nmap to specify phong intencity.[/QUOTE]
Okay, thanks. I'll poke around in there some more.
made this to say thanks to cra0:
[video=youtube_share;2FdvLv9ghfY]http://youtu.be/2FdvLv9ghfY[/video]
[QUOTE=dragbody;44404195]made this to say thanks to cra0:
[video=youtube_share;2FdvLv9ghfY]http://youtu.be/2FdvLv9ghfY[/video][/QUOTE]
Now that is really cool.
Hi all, I'm gonna probably sound like a right idiot, but here goes.
Long story short I'm looking at pulling the models out of the game (Mainly the titans) to be able to pose to then export as a OBJ to then 3D Print.
I have a little knowledge of 3D modeling but not alot...I'm currently trying to teach myself...
I've managed to extract all the files etc, but trying to get them into Maya 2013 and then be able to pose them is proving a headache.
I've sat around for the past 6/7 hours re-searching and downloading and reading.
I've got crowbar and can unpack them as such but again so many files that i'm unsure about!
Are there any guides anywhere or can anyone help? (I have tried searching the forums, but frankly the forums search here for something like "tutorial" just comes back with MILLIONS of entrys.
Any help/links would be extremely helpful! Looking forward to having my own titan sitting on my desk!
Thanks in advance!
[QUOTE=Sam Za Nemesis;44415095]It's not rocket science, the files are where you'd expect them from a file hierarchy, and you only need a SMD importer[/QUOTE]
Whenever i try to import one of the SMD's from there i just get a triangle on the screen, on any of them... :/
-EDIT
3.0 Release
[IMG]http://puu.sh/7S2e5.png[/IMG]
I wanna see some mod pictures please :D
[code]
3.0
-Added "View Export Folder" option to export dialog for faster access
-Added extraction log to keep track of what failed and what got extracted successfully
-Added Recent Files option to the File menu.
-Added Repacking support(beta)
-Added Drag N Drop option for extracting folders (thanks again to Master131 for his help)
-Updated tool for the public release of the game
-Updated tool to use a single executable, great for portability
-Sound export improved actually reads wav.acache and extracts the wavs properly(thanks to JP Neufeld for his lookup table!!!)
-Improved extraction logic
-Tool now removes sharp sound at the beginning and end of each wav file
-Fixed an issue with unhandled exceptions crashing the error window or not displaying the error window at all
-Fixed a UI bug where extraction window displays the ok button while extracting
-Fixed a rare case where extraction doesn't work after extraction window has been closed
-Fixed "extract all" not working after cancelling the extract
-Fixed output extraction dialog window not saving history of previous extract location
-Fixed auto-update check logic
-Removed verbose debugging information
[/code]
Download:
[url]http://cra0kalo.com/public/Titanfall_VPKTool3_Installer.zip[/url]
[url]http://cra0kalo.com/public/Titanfall_VPKTool3_Portable.zip[/url]
Update:
Help>Check4Updates
Enjoy!
Coo'
[QUOTE=cra0kalo;44417728]-EDIT
3.0 Release
[IMG]http://puu.sh/7S2e5.png[IMG]
I wanna see some mod pictures please :D
Enjoy![/QUOTE]
So your are saying i have to repack the whole VPK to just edit 1 model? or no?
Cause i got a model ready that replaces the IMC battle rifle gunt and was just curious that the drag and drop should work both ways just saying.
[QUOTE=Corra_Ashu;44423758]So your are saying i have to repack the whole VPK to just edit 1 model? or no?
Cause i got a model ready that replaces the IMC battle rifle gunt and was just curious that the drag and drop should work both ways just saying.[/QUOTE]
At the present time yes unfortunately you need to repack the whole archive. The way the vpks are structured almost makes it impossible to add/delete from an existing vpk however I do plan to look into this in the future. I know its a pain in the ass but you will just have to live with it for now
Hey everyone i seem to be having a problem when it comes to compiling my model for titanfall i keep getting this
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.dx90.vtx":
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'models\humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.mdl'
Note i'm just using alien swarm as a place to compile the model since i don't have any other source games installed atm and i am using crowbar 0.19 to do this as well.
So can anyone help me?
[QUOTE=Corra_Ashu;44425448]Hey everyone i seem to be having a problem when it comes to compiling my model for titanfall i keep getting this
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.dx90.vtx":
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'models\humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.mdl'
Note i'm just using alien swarm as a place to compile the model since i don't have any other source games installed atm and i am using crowbar 0.19 to do this as well.
So can anyone help me?[/QUOTE]
give crowbar admin rights? sounds like a permissions issue.
Also cra0, do I need to extract everything to a folder, then repack it all? also, are you worried about the devs adding sv_pure to titanfall?
[QUOTE=Stiffy360;44425955]give crowbar admin rights? sounds like a permissions issue.
Also cra0, do I need to extract everything to a folder, then repack it all? also, are you worried about the devs adding sv_pure to titanfall?[/QUOTE]
No that's not the problem it's something else, i have Google searched the problem and it gives many, many different problems that could cause it but none of them seem to apply to what's going on
[code]Processing LOD for material: mri_male_v1
Processing LOD for material: us_rangers_glove_a_col
Processing LOD for material: mp_patch_a_patch_b
Processing LOD for material: mp_patch_a_col
Processing LOD for material: devgru_boot_a_col
Processing LOD for material: devgru_lowerbody_af_col
Processing LOD for material: devgru_upperbody_af_col
Processing LOD for material: devgru_loadout_ef_col
Processing LOD for material: devgru_loadout_a_col
Processing LOD for material: mp_eye_b_col
Processing LOD for material: mp_head_k_col
Processing LOD for material: devgru_alpha_a_col
Processing LOD for material: us_rangers_headgear_c_col
Processing LOD for material: us_rangers_headgear_af_col
Processing LOD for material: mp_eye_b_col
Processing LOD for material: mp_head_k_col
Processing LOD for material: devgru_alpha_a_col
Processing LOD for material: us_rangers_headgear_c_col
Processing LOD for material: us_rangers_headgear_af_col
Processing jointed collision model
def_c_hip ( 32 verts, 1 convex elements) volume: 949.88
def_c_spineB ( 32 verts, 1 convex elements) volume: 1338.36
def_c_neckB ( 32 verts, 1 convex elements) volume: 394.31
def_l_shoulder ( 32 verts, 1 convex elements) volume: 146.97
def_l_elbow ( 30 verts, 1 convex elements) volume: 62.53
def_l_wrist ( 24 verts, 1 convex elements) volume: 46.38
def_r_shoulder ( 32 verts, 1 convex elements) volume: 146.97
def_r_elbow ( 30 verts, 1 convex elements) volume: 62.53
def_r_wrist ( 24 verts, 1 convex elements) volume: 46.38
def_l_thigh ( 28 verts, 1 convex elements) volume: 367.73
def_l_knee ( 24 verts, 1 convex elements) volume: 296.45
def_l_ankle ( 24 verts, 1 convex elements) volume: 113.61
def_r_thigh ( 28 verts, 1 convex elements) volume: 367.73
def_r_knee ( 24 verts, 1 convex elements) volume: 296.45
def_r_ankle ( 24 verts, 1 convex elements) volume: 113.61
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.mdl:
bones 20284 bytes (77)
animation x y ips angle
animations 0 bytes (0 anims) (0 frames) [0:00]
sequences 0 bytes (0 seq)
ik/pose 788 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 928 bytes
keyvalues 0 bytes
bone transforms 10536 bytes
bone flex driver 0 bytes
Collision model volume 6015.03 in^3
collision 0 bytes
total 36944
---------------------
writing C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.vvd:
vertices 186480 bytes (3885 vertices)
vertices 838080 bytes (17460 vertices)
vertices 403152 bytes (8399 vertices)
vertices 403152 bytes (8399 vertices)
tangents 62160 bytes (3885 vertices)
tangents 279360 bytes (17460 vertices)
tangents 134384 bytes (8399 vertices)
tangents 134384 bytes (8399 vertices)
total 2441216 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.dx90.vtx":
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.mdl'
...Compiling finished. Check above for any errors.[/code]
Yo cra0, when trying to extract englishclient_mp_common.bsp.pak000_dir.vpk It spits out errors like this,
[CODE]file:: playlists.txt {
Extraction Status: Failed
Error Details:
System.Exception: Wrong Output Size
at ..(Byte[] , UInt64 )
at ..(Byte[] , UInt64 )
at ..( )
at ...(Object )
};
file:: _cl_utility_menu.nut {
Extraction Status: Failed
Error Details:
System.Exception: lzham_z_uncompress failed. Error: LZHAM_DECOMP_STATUS_FAILED_BAD_SYNC_BLOCK
at ..(Byte[] , UInt64 )
at ..(Byte[] , UInt64 )
at ..( )
at ...(Object )
};
file:: vertexlit_and_unlit_generic_ps50.vcs {
Extraction Status: Failed
Error Details:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at ..(Byte[] , UInt64 )
at ..(Byte[] , UInt64 )
at ..( )
at ...(Object )
};[/CODE]
Any ideas what the issue may be? (there are more errors, but these are the 3 specific error categories I got)
[QUOTE=Corra_Ashu;44425448]Hey everyone i seem to be having a problem when it comes to compiling my model for titanfall i keep getting this
Generating optimized mesh "C:\Program Files (x86)\Steam\SteamApps\common\Alien Swarm\swarm\models/humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.dx90.vtx":
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'models\humans\imc_grunt\battle_rifle\imc_grunt_battle_rifle.mdl'
Note i'm just using alien swarm as a place to compile the model since i don't have any other source games installed atm and i am using crowbar 0.19 to do this as well.
So can anyone help me?[/QUOTE]
I would guess that the studiomdl.exe for Alien Swarm can not handle something with that model, such as the large number of vertices or something similar. Try commenting out some bodygroups in the qc just to see if that avoids the error.
:)
I think I might've spotted me first bug.
Sound extraction has so far worked beautifully across the board! Until I came across the 6 Channel sound effects for the weapons.
They do play without Audacity or any other editing software, but at higher speed & pitch. When imported into Audacity, I discovered that the sounds were outputing at 88200hz, double from their original 44100hz.
I did manage to resolve this by importing the 6 Channel SFX files as Raw Data (File > Import > Raw Data), checking that the settings were Signed 16bit PCM, 100% Import Amount & 44100hz, and importing as 6 channels. Basically, just as I did before the 3.0 Update.
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_01.png[/url]
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_02.png[/url]
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_04.png[/url]
Not sure if it is something that can be fixed, but it is a problem with a solution.
[QUOTE=ZeqMacaw;44428744]I would guess that the studiomdl.exe for Alien Swarm can not handle something with that model, such as the large number of vertices or something similar. Try commenting out some bodygroups in the qc just to see if that avoids the error.
:)[/QUOTE]
Well i removed the lods from the titanfall qc file and it did the same thing, i'll have to install hl2 or another game and see if i can get it to compile that way.
[QUOTE=Corra_Ashu;44432945]Well i removed the lods from the titanfall qc file and it did the same thing, i'll have to install hl2 or another game and see if i can get it to compile that way.[/QUOTE]
Try the SMF compiler. It tends to handle stuff the best.
[QUOTE=wraithcat;44433499]Try the SMF compiler. It tends to handle stuff the best.[/QUOTE]
Well i tried SFM and it still doesn't work, i had forgot to put the VMT files along side the vtf files for some odd reason i though they where but i guess they wasn't and i thought that was the problem and it wasn't.
I am stumped as to why this isn't working it should work cause i have done everything right.
I'm really missing something here. Can someone please tell me why I don't have the dir.vpk files for "Client_mp_common.bsp.pak000_000", etc.?
Where can I access them?
[URL="http://imgur.com/cLs3J0k"]http://imgur.com/cLs3J0k[/URL]
[QUOTE=verdie;44440764]I'm really missing something here. Can someone please tell me why I don't have the dir.vpk files for "Client_mp_common.bsp.pak000_000", etc.?
Where can I access them?
[URL="http://imgur.com/cLs3J0k"]http://imgur.com/cLs3J0k[/URL][/QUOTE]
Sort the files by size, the one you want is around 2mb
[url]http://i.imgur.com/7thEQ8C.png[/url]
[QUOTE=jediyoshi;44441183]Sort the files by size, the one you want is around 2mb
[url]http://i.imgur.com/7thEQ8C.png[/url][/QUOTE]
Perfect, thanks, I was under the impression it would be one of the larger ones.
Anyone else having troubles opening the IMC bomber .smd?
I know its 10mb but blender gets hung on it for 30 minutes before I get bored of waiting and quit.
thank you for this!
[QUOTE=Bizargh;44430837]I think I might've spotted me first bug.
Sound extraction has so far worked beautifully across the board! Until I came across the 6 Channel sound effects for the weapons.
They do play without Audacity or any other editing software, but at higher speed & pitch. When imported into Audacity, I discovered that the sounds were outputing at 88200hz, double from their original 44100hz.
I did manage to resolve this by importing the 6 Channel SFX files as Raw Data (File > Import > Raw Data), checking that the settings were Signed 16bit PCM, 100% Import Amount & 44100hz, and importing as 6 channels. Basically, just as I did before the 3.0 Update.
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_01.png[/url]
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_02.png[/url]
[url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_04.png[/url]
Not sure if it is something that can be fixed, but it is a problem with a solution.[/QUOTE]
Thankyou for this information
-EDIT-
Can you provide me with some file names of the ch files i've opened many and they seem fine
Hi i'm new to using this MDL file format. Can someone tell me how do I import a model into Maya? Or convert the format. :) THANKS A BUNCH !!!!!
[QUOTE=SaleemVfx;44452375]Hi i'm new to using this MDL file format. Can someone tell me how do I import a model into Maya? Or convert the format. :) THANKS A BUNCH !!!!![/QUOTE]
decompile and import smd/qc/dmx files generated
though the qc would be your best bet at importing everything.
Sorry, you need to Log In to post a reply to this thread.