• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
[QUOTE=mattpc;44013863]Took the liberty of doing a basic rig for the titans (Everything rigged pretty much, except for the wires/pistons/foot joints). Made a render as well. [IMG]http://fc03.deviantart.net/fs70/i/2014/053/5/2/kyojinfuri___titanfall_by_mattpc-d77md7f.png[/IMG] If anyone would like to use it for something in GMOD, let me know! -Matt[/QUOTE] Matt I would love to use those models in GMOD.
This is wicked. Can you upload the models that would be super awesome :D [QUOTE=mattpc;44013863]Took the liberty of doing a basic rig for the titans (Everything rigged pretty much, except for the wires/pistons/foot joints). Made a render as well. [IMG]http://fc03.deviantart.net/fs70/i/2014/053/5/2/kyojinfuri___titanfall_by_mattpc-d77md7f.png[/IMG] If anyone would like to use it for something in GMOD, let me know! -Matt[/QUOTE] [editline]5th April 2014[/editline] I tried using the Corwbar thing and when i import it into maya it says "Unrecognized File format" [QUOTE=Itauske Roken;44454615]decompile and import smd/qc/dmx files generated though the qc would be your best bet at importing everything.[/QUOTE]
[QUOTE=Viper123_SWE;44004649]Mmm i'm gonna have a field day with this, really want to see if i can put the Spectres and Grunts in Garry's Mod.[/QUOTE] Or all of them! :) [editline]6th April 2014[/editline] [QUOTE=Acidicpone;44461872]Matt I would love to use those models in GMOD.[/QUOTE] Agreed! :)
Hi Everyone i am New Here and I wanna know if anyone got those weapon Textures as i already got them into .pdo files already done but i need those textures Can someone please sent me those textures please and Thanks for your time I LOVE TITANFALL so I will Be asking Alot In Awhile So I am making those models out of paper so it my Hobby and i love build it so Hopefully someone can sent me those textures for those weapons
Cra0 requested pictures of mods... probably not what he had in mind but here are some screenshots from Fallout. I've ported all these models over the last couple weeks and some friends have taken screenshots using them. So, from Havoc, Cpt. Rex, Maybenextime, and Relewyn (and me): [URL=http://imgbox.com/awn38jo2][IMG]http://t.imgbox.com/awn38jo2.jpg[/IMG][/URL] [URL=http://imgbox.com/GMUsgfIb][IMG]http://t.imgbox.com/GMUsgfIb.jpg[/IMG][/URL] [URL=http://imgbox.com/ejCexKKV][IMG]http://t.imgbox.com/ejCexKKV.jpg[/IMG][/URL] [URL=http://imgbox.com/Uh8E34LS][IMG]http://t.imgbox.com/Uh8E34LS.jpg[/IMG][/URL] [URL=http://imgbox.com/sURAKzQk][IMG]http://t.imgbox.com/sURAKzQk.jpg[/IMG][/URL] [URL=http://imgbox.com/5Vgp2bUq][IMG]http://t.imgbox.com/5Vgp2bUq.jpg[/IMG][/URL] [URL=http://imgbox.com/QnIkQuPR][IMG]http://t.imgbox.com/QnIkQuPR.jpg[/IMG][/URL] [URL=http://imgbox.com/e3by8Iol][IMG]http://t.imgbox.com/e3by8Iol.jpg[/IMG][/URL] [URL=http://imgbox.com/xdlGnsfQ][IMG]http://t.imgbox.com/xdlGnsfQ.jpg[/IMG][/URL] [URL=http://imgbox.com/MoppGKrj][IMG]http://t.imgbox.com/MoppGKrj.jpg[/IMG][/URL] [URL=http://imgbox.com/ntF5GV9b][IMG]http://t.imgbox.com/ntF5GV9b.jpg[/IMG][/URL] [URL=http://imgbox.com/HAxptR0x][IMG]http://t.imgbox.com/HAxptR0x.jpg[/IMG][/URL] [URL=http://imgbox.com/Dxb2GiyJ][IMG]http://t.imgbox.com/Dxb2GiyJ.jpg[/IMG][/URL] [URL=http://imgbox.com/snozBsoh][IMG]http://t.imgbox.com/snozBsoh.jpg[/IMG][/URL] [URL=http://imgbox.com/LwezUwez][IMG]http://t.imgbox.com/LwezUwez.jpg[/IMG][/URL] [URL=http://imgbox.com/4rAXg2uY][IMG]http://t.imgbox.com/4rAXg2uY.jpg[/IMG][/URL] [URL=http://imgbox.com/bUtiEp7F][IMG]http://t.imgbox.com/bUtiEp7F.jpg[/IMG][/URL] [URL=http://imgbox.com/dULDSd6W][IMG]http://t.imgbox.com/dULDSd6W.jpg[/IMG][/URL] [URL=http://imgbox.com/5viHWCej][IMG]http://t.imgbox.com/5viHWCej.jpg[/IMG][/URL] [URL=http://imgbox.com/XMju1zJZ][IMG]http://t.imgbox.com/XMju1zJZ.jpg[/IMG][/URL] [URL=http://imgbox.com/6K5FPHND][IMG]http://t.imgbox.com/6K5FPHND.jpg[/IMG][/URL] [URL=http://imgbox.com/5Ux2oo3R][IMG]http://t.imgbox.com/5Ux2oo3R.jpg[/IMG][/URL] [URL=http://imgbox.com/19qw1seb][IMG]http://t.imgbox.com/19qw1seb.jpg[/IMG][/URL] [URL=http://imgbox.com/XQ9GsGl3][IMG]http://t.imgbox.com/XQ9GsGl3.jpg[/IMG][/URL] [URL=http://imgbox.com/EGV4nxun][IMG]http://t.imgbox.com/EGV4nxun.jpg[/IMG][/URL] [URL=http://imgbox.com/T1WDafuz][IMG]http://t.imgbox.com/T1WDafuz.jpg[/IMG][/URL]
I'm having some trouble repacking the files. As I understand it, we have to unpack everything, and repack everything (there's not a simple import option, yet). Unpacking is fine, but it takes forever (damn uncompressed audio files). But when I repack, it does it's thing, and eventually just locks up and the program stops responding. I try to let it sit there anyway, not to interrupt. But it eventually pops up with a dialogue that it's not responding, and closes. Any tips for repacking? The changes I have made are very very minimal. I only changed the pitch/yaw speed on the controller settings, to tweak the sensitivity values.
[QUOTE=colb;44474451]I'm having some trouble repacking the files. As I understand it, we have to unpack everything, and repack everything (there's not a simple import option, yet). Unpacking is fine, but it takes forever (damn uncompressed audio files). But when I repack, it does it's thing, and eventually just locks up and the program stops responding. I try to let it sit there anyway, not to interrupt. But it eventually pops up with a dialogue that it's not responding, and closes. Any tips for repacking? The changes I have made are very very minimal. I only changed the pitch/yaw speed on the controller settings, to tweak the sensitivity values.[/QUOTE] 3.1 incoming just hold on [code] 3.1 -Major bug fix with VPK structure reading -Added support for foreign localization -Implemented fallback extraction mechanism for files which fail to export (refer to blogpost for more info) -Fixed bug with sound patching that would not fix certain sound files -Fixed 6 channel sound file patchs -Fixed various repacking issues -Reworked sound patching -Reworked memory handling fixes ('System.OutOfMemoryException') exception errors -Various UI fixes [/code] with 3.1 you can finally pack the mp_common folder since there are no extraction errors DORITO MOD TIME!!! [IMG]http://cra0kalo.com/upload/staging/store/push/2014-04-07_17-21-24.gif[/IMG]
All we need now is the titans replaced with xbox one, playerstation 4, and wii u titans for the true console war experience :P
3.1 Released pushed this one fast so I can get some feedback on how well repacking is working. Help>Check for Updates or download [url]http://cra0kalo.com/public/Titanfall_VPKTool3.1_Portable.zip[/url] [U][B]Just a note about repacking![/B][/U] Make sure you turn off vtf texture and wav audio patching in the settings before extracting. If you don't I'm sure the game will crash when you try to repack the vpk files haven't tested that. If you get an error about invalid CRC32 it's most likey got to do with [B]mp_projectile_frag_grenade[/B] no idea why this file is 0kbs but thats how the VPK Directory states it just simpily replace its content with this [code] function OnProjectileCollision( collisionParams ) { } [/code] or download the fixed file here and replace the 0kb extracted one [url]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/mp_projectile_frag_grenade.nut[/url] [U][B]Last Note[/B][/U] Move the contents of the [B]RootDir/[/B] folder to the extracted directory before repacking so for example on MP_COMMON [IMG]http://puu.sh/80opr.png[/IMG] Besides that, the mp_common vpk should repack successfully I've tested it. As always do post your findings/problems here for me to fix
Awesome job. You're pumping out these updates pretty fast :) I'll give it a whirl and let you know if I have any success. [editline]7th April 2014[/editline] [QUOTE=cra0kalo;44477100]3.1 Released pushed this one fast so I can get some feedback on how well repacking is working. Help>Check for Updates or download [url]http://cra0kalo.com/public/Titanfall_VPKTool3.1_Portable.zip[/url] [U][B]Just a note about repacking![/B][/U] Make sure you turn off vtf texture and wav audio patching in the settings before extracting. If you don't I'm sure the game will crash when you try to repack the vpk files haven't tested that. If you get an error about invalid CRC32 it's most likey got to do with [B]mp_projectile_frag_grenade[/B] no idea why this file is 0kbs but thats how the VPK Directory states it just simpily replace its content with this [code] function OnProjectileCollision( collisionParams ) { } [/code] or download the fixed file here and replace the 0kb extracted one [url]https://dl.dropboxusercontent.com/u/10798900/DUMPBOX/mp_projectile_frag_grenade.nut[/url] Besides that, the mp_common vpk should repack successfully I've tested it. As always do post your findings/problems here for me to fix[/QUOTE] Followed your instructions, and it repacked successfully, first try. However, my new file is about 6 gig larger than the original? It puts out two files: Client_mp_common.bsp.pak000_000.vpk (18,353,988kb) englishclient_mp_common.bsp.pak000_dir.vpk (2,164kb) The smaller file matches the size of the original. But the larger file does not. Is that correct? [editline]7th April 2014[/editline] And now it won't connect to any servers, lol. I did something wrong.
[QUOTE=dragbody;44473192]Cra0 requested pictures of mods... probably not what he had in mind but here are some screenshots from Fallout. I've ported all these models over the last couple weeks and some friends have taken screenshots using them. So, from Havoc, Cpt. Rex, Maybenextime, and Relewyn (and me): [URL=http://imgbox.com/awn38jo2][IMG]http://t.imgbox.com/awn38jo2.jpg[/IMG][/URL] [URL=http://imgbox.com/GMUsgfIb][IMG]http://t.imgbox.com/GMUsgfIb.jpg[/IMG][/URL] [URL=http://imgbox.com/ejCexKKV][IMG]http://t.imgbox.com/ejCexKKV.jpg[/IMG][/URL] [URL=http://imgbox.com/Uh8E34LS][IMG]http://t.imgbox.com/Uh8E34LS.jpg[/IMG][/URL] [URL=http://imgbox.com/sURAKzQk][IMG]http://t.imgbox.com/sURAKzQk.jpg[/IMG][/URL] [URL=http://imgbox.com/5Vgp2bUq][IMG]http://t.imgbox.com/5Vgp2bUq.jpg[/IMG][/URL] [URL=http://imgbox.com/QnIkQuPR][IMG]http://t.imgbox.com/QnIkQuPR.jpg[/IMG][/URL] [URL=http://imgbox.com/e3by8Iol][IMG]http://t.imgbox.com/e3by8Iol.jpg[/IMG][/URL] [URL=http://imgbox.com/xdlGnsfQ][IMG]http://t.imgbox.com/xdlGnsfQ.jpg[/IMG][/URL] [URL=http://imgbox.com/MoppGKrj][IMG]http://t.imgbox.com/MoppGKrj.jpg[/IMG][/URL] [URL=http://imgbox.com/ntF5GV9b][IMG]http://t.imgbox.com/ntF5GV9b.jpg[/IMG][/URL] [URL=http://imgbox.com/HAxptR0x][IMG]http://t.imgbox.com/HAxptR0x.jpg[/IMG][/URL] [URL=http://imgbox.com/Dxb2GiyJ][IMG]http://t.imgbox.com/Dxb2GiyJ.jpg[/IMG][/URL] [URL=http://imgbox.com/snozBsoh][IMG]http://t.imgbox.com/snozBsoh.jpg[/IMG][/URL] [URL=http://imgbox.com/LwezUwez][IMG]http://t.imgbox.com/LwezUwez.jpg[/IMG][/URL] [URL=http://imgbox.com/4rAXg2uY][IMG]http://t.imgbox.com/4rAXg2uY.jpg[/IMG][/URL] [URL=http://imgbox.com/bUtiEp7F][IMG]http://t.imgbox.com/bUtiEp7F.jpg[/IMG][/URL] [URL=http://imgbox.com/dULDSd6W][IMG]http://t.imgbox.com/dULDSd6W.jpg[/IMG][/URL] [URL=http://imgbox.com/5viHWCej][IMG]http://t.imgbox.com/5viHWCej.jpg[/IMG][/URL] [URL=http://imgbox.com/XMju1zJZ][IMG]http://t.imgbox.com/XMju1zJZ.jpg[/IMG][/URL] [URL=http://imgbox.com/6K5FPHND][IMG]http://t.imgbox.com/6K5FPHND.jpg[/IMG][/URL] [URL=http://imgbox.com/5Ux2oo3R][IMG]http://t.imgbox.com/5Ux2oo3R.jpg[/IMG][/URL] [URL=http://imgbox.com/19qw1seb][IMG]http://t.imgbox.com/19qw1seb.jpg[/IMG][/URL] [URL=http://imgbox.com/XQ9GsGl3][IMG]http://t.imgbox.com/XQ9GsGl3.jpg[/IMG][/URL] [URL=http://imgbox.com/EGV4nxun][IMG]http://t.imgbox.com/EGV4nxun.jpg[/IMG][/URL] [URL=http://imgbox.com/T1WDafuz][IMG]http://t.imgbox.com/T1WDafuz.jpg[/IMG][/URL][/QUOTE] Where would one get those and the clone trooper mod Rex is working on, both look fantastic and I've been searching for them everywhere.
[QUOTE=Prototype556;44480884]Where would one get those and the clone trooper mod Rex is working on, both look fantastic and I've been searching for them everywhere.[/QUOTE] Here [url]http://vgunetwork.forumotion.net/[/url] but you need to be a approved member to get that,idk if it's like the old site but i think you needed around 30 post to be able to get access to the part of the forums that has it.
Thank you Corra.
Has anyone been able to repack the files, and successfully play a game?
[QUOTE=colb;44478144]Awesome job. You're pumping out these updates pretty fast :) I'll give it a whirl and let you know if I have any success. [editline]7th April 2014[/editline] Followed your instructions, and it repacked successfully, first try. However, my new file is about 6 gig larger than the original? It puts out two files: Client_mp_common.bsp.pak000_000.vpk (18,353,988kb) englishclient_mp_common.bsp.pak000_dir.vpk (2,164kb) The smaller file matches the size of the original. But the larger file does not. Is that correct? [editline]7th April 2014[/editline] And now it won't connect to any servers, lol. I did something wrong.[/QUOTE] Thats fine it repacks with no compression hence why the content archive is big you should still be able to play though. Oh make sure you move everything out of the root folder to the extracted folder [IMG]http://puu.sh/80opr.png[/IMG] Dam forgot to say that
because none of this is making sense (because i'm bad at this kind of stuff) one of my friends was kind enough to give me the titanfall VPKs, so i extracted the titans into SFM to find the models not really working (when i load them it says: error loading model) so i had a look, turned on hit boxes to find the titan doing some sort of die animation, no textures, no animations, no wire frames just a weird couple of bones, hit boxes and physics models doing a weird animation thing. now again because i'm terrible at this stuff: HELP! (note this applies to ALL models (e.g. marvins) (except the rest aren't doing some sort of die animation)) [editline]8th April 2014[/editline] also when i try to update the VPK extractor it just crashes
[QUOTE=Atlas852;44486163]because none of this isn't making sense (because i'm bad at this kind of stuff) one of my friends was kind enough to give me the titanfall VPKs, so i extracted the titans into SFM to find the models not really working (when i load them it says: error loading model) so i had a look, turned on hit boxes to find the titan doing some sort of die animation, no textures, no animations, no wire frames just a weird couple of bones, hit boxes and physics models doing a weird animation thing. now again because i'm terrible at this stuff: HELP! (note this applies to ALL models (e.g. marvins) (except the rest aren't doing some sort of die animation)) [editline]8th April 2014[/editline] also when i try to update the VPK extractor it just crashes[/QUOTE] rightclick > run as admin then try
well thanks for that part, but it doesn't really answer about the invisible titans
[QUOTE=cra0kalo;44484533]Thats fine it repacks with no compression hence why the content archive is big you should still be able to play though. Oh make sure you move everything out of the root folder to the extracted folder [IMG]http://puu.sh/80opr.png[/IMG] Dam forgot to say that[/QUOTE] Hahaha Oh man, I feel dumb now. I knew it was something simple. Thanks.
So, everything works. I can launch the game, connect to a server, and join a game. My sensitivity values are increase on the controller (just tinkering for now). But now, my in game textures look super bright. Or my gamma? I'm not sure: [img]http://oi58.tinypic.com/2m369eu.jpg[/img] Looks more like a contrast issue. I tried defaulting my configs, etc. Nothing seemed to fix it (in-game brightness did nothing). I'm doing to dig through the files and see if I can find what caused this. If you have any pointers, let me know :)
[QUOTE=Atlas852;44491996]well thanks for that part, but it doesn't really answer about the invisible titans[/QUOTE] whoops i'm such a dope, i forgot to recompile the models (silly me <D) but it then leads on to another question: iv tried to recompile lots of things but iv only manged to fully recompile a MRVN (which if anyone wants i will put a download up for it) when i try an atlas titan it decompiles right but when i recompile it, it stops when compiling the textures: ERROR: cannot find bone jx_hb_top_front for bbox ERROR: aborted processing on Titans/atlas/atlas_titan.mdl the ogre gose: ERROR: EXCEPTION_ACCESS_VIOLATION (assert: 1) ERROR: aborted processing on Titans/ogre/ogre_titan.mdl well u get the point none of the models are working anyone know how to fix that? other models e.g. the data knife compile right but when i test the model the textures break (black and purple checkers)
A couple of pics of the brightness issue (again, seems to be texture related): Pilot looks normal, weapons are bright: [url]http://oi58.tinypic.com/29wwtua.jpg[/url] Pilot looks bright: [url]http://oi57.tinypic.com/muedeu.jpg[/url] In-game looks normal, except the scoreboard and various textures are super bright: [url]http://oi57.tinypic.com/29w0olx.jpg[/url] Scoreboard: [url]http://oi59.tinypic.com/1z2qgzm.jpg[/url] I think maybe it has to do with unpacking the files? I can't figure out why some things are super bright, and others aren't.
[QUOTE=cra0kalo;44448413]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[/QUOTE] Such files I encountered the 88200hz 'glitch', shall we call it, were "wpn_r101_1p_wpnfire_firstshot_core_6ch_v4_01", "wpn_r101_1p_wpnfire_loop_core_6ch_v4_01", "wpn_chargerifle_1p_chargeup_6ch_v1_01", "wpn_40mm_1p_wpnfire_reduced_6ch_01" and pretty much every similar "6ch" sound for all weapons folders I explored (they tend to be "1p"/First Person weapon firing sounds). All the 1ch & 2ch weapon files are absolutely fine, and I've not encountered a single problem with any sounds in any other folders I've explored. Anytime I opened any "6ch" audio file in Windows Media Player or Audacity via "File > Open > [File]", they'd output at 88200hz, sounding sped up. When I imported them into Audacity via "File > Import > Raw Data > [File]", with these settings as they most often appear defaultly (with the exception that I have to change the channel from 1 -6 when importing a 6 Channel file); [url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_01.png[/url], they were perfect! I'd say it's possible that it's something unique to me, but when testing the R101C Carbine for Left 4 Dead 2 (In the Steam Workshop, I'll see if I can provide a link later), the firing sound sounds exactly the same as when it outputs at 88200hz, so I assumed this happened to the author(s) of the mod aswell. And unfortunately, it has spilled over in the 3.1 update.
[QUOTE=Bizargh;44497886]Such files I encountered the 88200hz 'glitch', shall we call it, were "wpn_r101_1p_wpnfire_firstshot_core_6ch_v4_01", "wpn_r101_1p_wpnfire_loop_core_6ch_v4_01", "wpn_chargerifle_1p_chargeup_6ch_v1_01", "wpn_40mm_1p_wpnfire_reduced_6ch_01" and pretty much every similar "6ch" sound for all weapons folders I explored (they tend to be "1p"/First Person weapon firing sounds). All the 1ch & 2ch weapon files are absolutely fine, and I've not encountered a single problem with any sounds in any other folders I've explored. Anytime I opened any "6ch" audio file in Windows Media Player or Audacity via "File > Open > [File]", they'd output at 88200hz, sounding sped up. When I imported them into Audacity via "File > Import > Raw Data > [File]", with these settings as they most often appear defaultly (with the exception that I have to change the channel from 1 -6 when importing a 6 Channel file); [url]http://www.majhost.com/gallery/BizarreBrit/Random/titanfall_import_01.png[/url], they were perfect! I'd say it's possible that it's something unique to me, but when testing the R101C Carbine for Left 4 Dead 2 (In the Steam Workshop, I'll see if I can provide a link later), the firing sound sounds exactly the same as when it outputs at 88200hz, so I assumed this happened to the author(s) of the mod aswell. And unfortunately, it has spilled over in the 3.1 update.[/QUOTE] Yeah I fixed the lookup table should sound right in 3.2 sorry about that
[QUOTE=Atlas852;44496838]whoops i'm such a dope, i forgot to recompile the models (silly me <D) but it then leads on to another question: iv tried to recompile lots of things but iv only manged to fully recompile a MRVN (which if anyone wants i will put a download up for it) when i try an atlas titan it decompiles right but when i recompile it, it stops when compiling the textures: ERROR: cannot find bone jx_hb_top_front for bbox ERROR: aborted processing on Titans/atlas/atlas_titan.mdl the ogre gose: ERROR: EXCEPTION_ACCESS_VIOLATION (assert: 1) ERROR: aborted processing on Titans/ogre/ogre_titan.mdl well u get the point none of the models are working anyone know how to fix that? other models e.g. the data knife compile right but when i test the model the textures break (black and purple checkers)[/QUOTE] Missing a $cdmaterials line in the .qc? I dunno.
Does anyone have models for Marvin and Spyglass, preferably rigged to Source skeleton?
[QUOTE=cra0kalo;44497976]Yeah I fixed the lookup table should sound right in 3.2 sorry about that[/QUOTE] No apologies necessary. A big thanks for the .VPK Tool in the firstplace, let alone the continued updates!
So as anxious as I am to start modding this, I'm a little worried about being banned from online play for "cheats". Anyone know if that's a thing we have to worry about, as far as vpk repacking?
because i can't figure out why the titans aren't compiling correctly here's the compile log: Decompiling... Decompiling ".\atlas_titan.mdl"... Reading data... Checking for required files... Reading mdl file header... ...Reading mdl file header finished. ...All required files found. Reading phy file... ...Reading phy file finished. Reading mdl file... ...Reading mdl file finished. Reading vtx file... ...Reading vtx file finished. Reading vvd file... ...Reading vvd file finished. ...Reading data finished. Writing debug log files... ...Writing debug log files finished. Writing data... Writing qc file... ...Writing qc file finished. Writing reference and lod mesh files... ...Writing reference and lod mesh files finished. Writing physics mesh file... ...Writing physics file mesh finished. Writing animation ($sequence) smd files... Writing "@ragdoll" file... ...Writing "@ragdoll" file finished. Writing "@ref" file... ...Writing "@ref" file finished. ...Writing animation ($sequence) smd files finished. Writing animation ($animation) smd files... Writing "@ragdoll" file... ...Writing "@ragdoll" file finished. Writing "@ref" file... ...Writing "@ref" file finished. ...Writing animation ($animation) smd files finished. ...Writing data finished. ...Decompiling ".\atlas_titan.mdl" finished. ...Decompiling finished. Compiling... qdir: "c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\usermod\models\titans\atlas\decompiled 0.19\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2\" g_path: "atlas_titan.qc" Building binary model files... Working on "atlas_titan.qc" SMD MODEL atlas_titan_l_arm_lod0.smd SMD MODEL atlas_titan_l_arm_d_lod0.smd SMD MODEL atlas_titan_r_arm_lod0.smd SMD MODEL atlas_titan_r_arm_d_lod0.smd SMD MODEL atlas_titan_l_leg_lod0.smd SMD MODEL atlas_titan_l_leg_d_lod0.smd SMD MODEL atlas_titan_r_leg_lod0.smd SMD MODEL atlas_titan_r_leg_d_lod0.smd SMD MODEL atlas_titan_hirez_front.smd SMD MODEL atlas_titan_front_d_lod0.smd SMD MODEL atlas_titan_hirez_back.smd SMD MODEL atlas_titan_back_d_lod0.smd SMD MODEL atlas_titan_hatch_lod0.smd SMD MODEL atlas_titan_hatch_d_lod0.smd SMD MODEL atlas_titan_hitpoints.smd SMD MODEL atlas_titan_hatch_eye_ext_lod0.smd SMD MODEL atlas_titan_hatch_eye_int_lod0.smd SMD MODEL atlas_titan_hip_lod0.smd SMD MODEL atlas_titan_hip_d_lod0.smd SMD MODEL atlas_titan_l_arm_lod0_lod1.smd SMD MODEL atlas_titan_l_arm_lod0_lod2.smd SMD MODEL atlas_titan_l_arm_lod0_lod3.smd SMD MODEL atlas_titan_l_arm_lod0_lod4.smd SMD MODEL atlas_titan_anims\ragdoll.smd SMD MODEL atlas_titan_anims\ref.smd SMD MODEL atlas_titan_physics.smd Marking bone def_l_jigglebag as a jiggle bone Marking bone def_r_jigglebag as a jiggle bone Marking bone def_l_jigglelegD as a jiggle bone Marking bone def_l_jigglelegE as a jiggle bone Marking bone def_l_jigglelegF as a jiggle bone Marking bone def_l_jigglelegA as a jiggle bone Marking bone def_l_jigglelegC as a jiggle bone Marking bone def_l_jigglelegB as a jiggle bone Marking bone def_r_jigglelegD as a jiggle bone Marking bone def_r_jigglelegE as a jiggle bone Marking bone def_r_jigglelegF as a jiggle bone Marking bone def_r_jigglelegA as a jiggle bone Marking bone def_r_jigglelegC as a jiggle bone Marking bone def_r_jigglelegB as a jiggle bone Marking bone def_c_jigglebutt as a jiggle bone Marking bone def_c_jigglehip as a jiggle bone jigglebone "def_l_jigglelegA" unused jigglebone "def_r_jigglelegA" unused Processing LOD for material: titan_atlas_imc_chassi_b_urb Lod 2: vertexes: 248 (80 new) Lod 3: vertexes: 325 (77 new) Lod 4: vertexes: 373 (48 new) Processing LOD for material: titan_atlas_imc_chassi_a_urb Lod 2: vertexes: 3450 (472 new) Lod 3: vertexes: 5674 (2224 new) Lod 4: vertexes: 6308 (634 new) Processing LOD for material: titan_atlas_imc_chassi_a_urb_dam Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_imc_chassi_a_urb Processing LOD for material: titan_atlas_imc_chassi_a_urb_dam Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_cordage Processing LOD for material: titan_atlas_redeye_grate Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_cordage Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_redeye_grate Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_imc_chassi_a_urb Processing LOD for material: titan_atlas_cordage Processing LOD for material: titan_atlas_imc_rodeo_top Processing LOD for material: titan_atlas_imc_lenses_a_urb Processing LOD for material: titan_atlas_imc_chassi_a_urb_dam Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_cordage Processing LOD for material: titan_atlas_redeye_lenses_a_urb Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_imc_chassi_a_urb Processing LOD for material: titan_atlas_redeye_grate Processing LOD for material: titan_atlas_imc_rodeo_top Processing LOD for material: titan_cockpit Processing LOD for material: titan_cockpit_console Processing LOD for material: titan_cockpit_lcds Processing LOD for material: titan_atlas_imc_chassi_a_urb_dam Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_atlas_redeye_grate Processing LOD for material: titan_cockpit Processing LOD for material: titan_cockpit_console Processing LOD for material: titan_cockpit_lcds Processing LOD for material: titan_atlas_imc_chassi_a_urb Processing LOD for material: titan_cockpit Processing LOD for material: titan_cockpit_lcds Processing LOD for material: titan_atlas_imc_chassi_a_urb_dam Processing LOD for material: titan_destruction_c Processing LOD for material: titan_damage_a Processing LOD for material: titan_cockpit Processing LOD for material: titan_cockpit_lcds Processing LOD for material: titan_ar_marker Processing LOD for material: titan_atlas_imc_head_a_urb Processing LOD for material: titan_atlas_imc_head_a_urb Processing LOD for material: titan_atlas_imc_chassi_b_urb Processing LOD for material: titan_atlas_redeye_grate Processing LOD for material: titan_atlas_imc_chassi_b_urb_dam Processing LOD for material: titan_atlas_redeye_grate knee foot_right 0.631205 0.000000 0.775616 knee foot_left 0.734089 -0.679053 -0.000000 ERROR: cannot find bone jx_hb_top_front for bbox ERROR: Aborted Processing on 'Titans/atlas/atlas_titan.mdl' ...Compiling finished. Check above for any errors. again i can't seem to figure out why but if anyone knows i would be very thankful [editline]10th April 2014[/editline] oh and here's the problem i get with every other model: Compiling... qdir: "c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\hl2\models\humans\imc_pilot\male_cq\decompiled 0.19\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\hl2\" g_path: "imc_pilot_male_cq.qc" Building binary model files... Working on "imc_pilot_male_cq.qc" SMD MODEL imc_pilot_male_cq_w_pete_mri.smd SMD MODEL imc_pilot_male_cq_body_lod0.smd SMD MODEL imc_pilot_male_cq_head_a_lod0.smd SMD MODEL imc_pilot_male_cq_jumpkit_lod0.smd ERROR: c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\hl2\models\humans\imc_pilot\male_cq\decompiled 0.19\imc_pilot_male_cq.qc(25): - Unknown replace model 'imc_pilot_male_cq_' ERROR: Aborted Processing on 'humans/imc_pilot/male_cq/imc_pilot_male_cq.mdl' ...Compiling finished. Check above for any errors. HELP!!!
[QUOTE=Atlas852;44506569]because i can't figure out why the titans aren't compiling correctly here's the compile log: HELP!!![/QUOTE] Why are you even compiling lods for sfm? ...
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