TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=Katra804;44518685]Saying please repeatedly doesn't really do anything, you know. There's a download for the Atlas models some pages back that come with the textures, so why not just download the pack and convert the textures yourself with VTFEdit?[/QUOTE]
Nobody released the Atlas titan yet.
I believe it's the Spectre titan, instead.
[QUOTE=erkor;44530489]Nobody released the Atlas titan yet.
I believe it's the Spectre titan, instead.[/QUOTE]
Really? I could've sworn I saw a download for the Atlas titans in this thread.
Edit:
Whoops, my bad. I was partially right about there being a download for the Atlas models, but they're not compiled for GMod. Apologies, my memory's not exactly the best as of late.
[QUOTE=Stiffy360;44529501]nope, I think you need to uncheck the "fix vtf on export" stuff in the settings of the titanfall vpk tool then reextract your materials.[/QUOTE]
I did. Super bright lobby and scoreboards. Blah. I wonder what's causing this, if it's only happening on my end.
I can literally unpack the files, turn around and repack with no changes (except the frag_grenade thing), and everything is super bright.
[QUOTE=Katra804;44530513]Really? I could've sworn I saw a download for the Atlas titans in this thread.
Edit:
Whoops, my bad. I was partially right about there being a download for the Atlas models, but they're not compiled for GMod. Apologies, my memory's not exactly the best as of late.[/QUOTE]
Nobody's compiled anything for GMod. It's all about fucking Doritos now.
[QUOTE=colb;44530847]I did. Super bright lobby and scoreboards. Blah. I wonder what's causing this, if it's only happening on my end.
I can literally unpack the files, turn around and repack with no changes (except the frag_grenade thing), and everything is super bright.[/QUOTE]
Just crack open the vtfs that are too bright and lower their brightness, as a temporary fix.
Help, I have a model of satin titanfall garry's mod on this model does not see.(
[QUOTE=MugenOverlord;44532214]Just crack open the vtfs that are too bright and lower their brightness, as a temporary fix.[/QUOTE]
Heh. That's actually what I'm doing. Sucks, but it will work for now. It just mind boggling, as to why it's doing this in the first place. Lol
Of vague interest to Cra0 and other folks mucking around the game's insides: [url=http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-tech-interview]a detailed tech interview with the dudes who did the 360 port[/url].
[QUOTE]Digital Foundry: Did you come up with your own solution for handling light and shadow?
Andy O'Neill: Well, we couldn't afford the same dynamic shadows as the Xbox One version, as we'd have to render the scene again from the viewpoint of the shadowcaster; there's a lot of geometry in those maps! Fracture has something like 22 million triangles for static level geometry. We had the VRAD-baked lighting for static geometry that was used for objects in the distance on the Xbox One, but the baked occlusion was pretty low-res and we needed more fine detail otherwise the shadows would have been really blurry.
I don't know if I've mentioned this already, but we didn't have any memory [laughs], so we couldn't just increase the resolution of the occlusion textures. Instead, we used an offline renderer, Mental Ray, to create super high-res shadow maps from the map data, something like 16,000 pixels width and height. We converted these high super-high shadow maps to distance fields, and voila, shadows that still look sharp at a much lower memory cost.[/QUOTE]
[QUOTE=The Kins;44534318]Of vague interest to Cra0 and other folks mucking around the game's insides: [url=http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-tech-interview]a detailed tech interview with the dudes who did the 360 port[/url].[/QUOTE]
interesting solution to lighting, reminds me of how id engine does mega textures.
i wonder if that will become part of settings for pc? because you could use the same methods for lower end pc's [I]or even make a updated version of half life 2..[/I]
[QUOTE=Dark One;44534749]interesting solution to lighting, reminds me of how id engine does mega textures.
i wonder if that will become part of settings for pc? because you could use the same methods for lower end pc's [I]or even make a updated version of half life 2..[/I][/QUOTE]
doubtful that they'll add too many more detail options but it would be interesting to see
Jeez. Blue Point could probably make this crap run on a Pentium III.
[QUOTE=colb;44538395]Jeez. Blue Point could probably make this crap run on a Pentium III.[/QUOTE]
thats what i mean, low end systems as in EVERYTHING.
[QUOTE=Dark One;44534749]i wonder if that will become part of settings for pc? because you could use the same methods for lower end pc's [I]or even make a updated version of half life 2..[/I][/QUOTE]I'd imagine Bluepoint's code is very specific to the 360's hardware, to try and squeeze every last drop out of a static hardware configuration that's rapidly approaching it's 9th birthday. I doubt a lot of it would be very applicable to the PC, or even to Valve's games in general - the Bluepoint rep mentions several parts of the Portal 2 engine that are all well and good for Valve's games (BSP based vis calculation for example) that don't work very well on the types of maps Titanfall uses, cue extremely cludgy solutions (pre-calculating all possible static visiblity on a server farm of 360s!) to get the game running on the weaker hardware.
[QUOTE=The Kins;44534318]Of vague interest to Cra0 and other folks mucking around the game's insides: [url=http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-tech-interview]a detailed tech interview with the dudes who did the 360 port[/url].[/QUOTE]
Interesting and an informative interview I'd imagine Bluepoint Games optimized TitanFall to the limit so kudos to them. I do wonder what they did to those map BSPs if anyone has a 360 copy and can go snooping around in the files would appreciate it.
Speaking of performance :D
3.2 I've improved the re-packer code for the VPKTool one of the notictiable improvements I'd say was the CRC32 calculation of each file which normally calculating a CRC32 checksum of a file for example the 1.8GB shader fxc file takes around 26 seconds to process with the new code it takes around 9 :)
[code]
Calcing CRC32..
Found: 0x8FDEEFDB
Found in: 00:00:09.9234145
[/code]
As for dynamic repacking (repacking files without extracting the whole thing) I'll look into it after
Lastly who ever bought this on xbox 360 i feel for you ;(
[IMG]http://puu.sh/88b2V.jpg[/IMG]
-EDIT-
3.2 Available for update/download
[code]
3.2
-Fixed extraction of the root elements showing up in a folder called RootDir
-Reworked repacker once again (added compression option SLOW!)
-Optimized repacking code (faster CRC32 calculation) (Repacks a LOT faster)
-Removed check of filesizes in repacker
-Added Debug log generation for repacking
-Updated sound lookup table (should fix all 6ch sounds)
[/code]
[B][U]Download:[/U][/B]
[url]http://cra0kalo.com/public/Titanfall_VPKTool3.2_Portable.zip[/url]
[B][U]Update:[/U][/B]
Help>Check for updates
Repacking is way faster now :)
Can anyone post a download link for all the gun models (pilot and titan), in .obj, .fbx, or .blend format? Thanks.
Just extracted the sounds with the 3.2 update.
I can report that the sound update was fully successful! All "6ch" sound files I've tested playback & basic import to Audacity & Sony Vegas properly!
While I must note that for some reason, the "6ch" sound files are quieter on playback with Windows Media Player. However, they retain their full volume when played through Firefox or imported into Audacity & Sony Vegas (All were at Full Volume when I did the comparisons, so I ruled out that user error for ya).
I cannot honestly tell you what could cause that to occur, but as far as I'm concerned, I call that highly negligible and a job well done!
I hope that this gets on GMOD as NPCS and such. Or at least ragdolls (Haven't kept looking so I really don't know if they're already there.)
[QUOTE=IllusivexTrol;44557190]I hope that this gets on GMOD as NPCS and such. Or at least ragdolls (Haven't kept looking so I really don't know if they're already there.)[/QUOTE]
Obviously Doritos are more important.
[QUOTE=Icy Fire;44557316]Obviously Doritos are more important.[/QUOTE]
what about dew?
[QUOTE=Dark One;44557365]what about dew?[/QUOTE]
Do they even have that in China or wherever?
[QUOTE=se7en2;44506767]Why are you even compiling lods for sfm? ...[/QUOTE]
thats the strange part, when i tell the compiler NOT to compile the lods it compiles them anyway,
i could tell it NOT to compile the physics models but it compiles them anyway, could tell it NOT to compile the joints (which is dumb) but it compiles anyway
i have no idea why its doing this
[url]https://www.youtube.com/watch?v=fDJKtMKmTNk[/url]
(younger brothers channel)
The attack and idle animations were broken so a friend remade them for me, I also ripped the arms and assigned them to a playermodel (using the c_ model system). The arms don't show me what material belongs to it when I decompile them though?
Can anyone post a download link for all the gun models (pilot and titan), in .obj, .fbx, or .blend format? Thanks.
[QUOTE=zgeorge22;44569818]Can anyone post a download link for all the gun models (pilot and titan), in .obj, .fbx, or .blend format? Thanks.[/QUOTE]
actually some of those are on the thread.
Our of curiosity. How large are the textures at the "insane" texture quality? Are even all textures available in that resolution?
I might be just blind, but I don't see a difference on my 24" Monitor when switching to "insane" :-/
[QUOTE=infinite.loop;44569852]Our of curiosity. How large are the textures at the "insane" texture quality? Are even all textures available in that resolution?
I might be just blind, but I don't see a difference on my 24" Monitor when switching to "insane" :-/[/QUOTE]
I think it uses uncompressed textures.
A question I hope hasn't been asked & answered already.
Has anyone encountered trouble opening the .VTF files?
I've been very interested in accessing the HUD elements for a bit of video-making experimentation, however PAINT.NET crashes upon opening them, whereas it's always done just fine with other Source .VTFs such as Team Fortress 2 & Left 4 Dead 2.
Is there something different about Titanfall's .VTFs I'm not aware of, or is this infact a "Photoshop/Other specific software or GTHO!" situation?
[QUOTE=Bizargh;44573750]A question I hope hasn't been asked & answered already.
Has anyone encountered trouble opening the .VTF files?
I've been very interested in accessing the HUD elements for a bit of video-making experimentation, however PAINT.NET crashes upon opening them, whereas it's always done just fine with other Source .VTFs such as Team Fortress 2 & Left 4 Dead 2.
Is there something different about Titanfall's .VTFs I'm not aware of, or is this infact a "Photoshop/Other specific software or GTHO!" situation?[/QUOTE]
[Has no experience with Titanfall files but has a suggestion]
Why not just convert to TGA via VTFEdit and convert back...?
[QUOTE=Bizargh;44573750]A question I hope hasn't been asked & answered already.
Has anyone encountered trouble opening the .VTF files?
I've been very interested in accessing the HUD elements for a bit of video-making experimentation, however PAINT.NET crashes upon opening them, whereas it's always done just fine with other Source .VTFs such as Team Fortress 2 & Left 4 Dead 2.
Is there something different about Titanfall's .VTFs I'm not aware of, or is this infact a "Photoshop/Other specific software or GTHO!" situation?[/QUOTE]
The most up-to-date version of VTFEdit seems to be the only thing that can open the vtfs. From there you can do what pepsiguy said to get the file working for paint.net.
[QUOTE=pepsiguy_2;44573805][Has no experience with Titanfall files but has a suggestion]
Why not just convert to TGA via VTFEdit and convert back...?[/QUOTE]
[QUOTE=lonefirewarrior;44574685]The most up-to-date version of VTFEdit seems to be the only thing that can open the vtfs. From there you can do what pepsiguy said to get the file working for paint.net.[/QUOTE]
Suggestions noted. Cheers!
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