TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=se7en2;44645571]Why would a sane person even use 3ds/obj format over smd?... specially with blender...[/QUOTE]
Because I'm in no way versed with 3D graphics programming, modeling, or the pros/cons of different tools.
My work is 2D, meatspace, and programming.
[QUOTE=Marty106;44641507]THat aint really rping though Is it?[/QUOTE]
at this point im not sure if you're serious anymore.
[QUOTE=RustledJimmys;44648725]at this point im not sure if you're serious anymore.[/QUOTE]
yeah like if you wanna roleplay titanfall then just get a team of friends together and play the game in a private match lol
[QUOTE=LZTYBRN;44651268]yeah like if you wanna roleplay titanfall then just get a team of friends together and play the game in a private match lol[/QUOTE]
I hate you guys :D
This thread feels like the MGS model thread all over again
[QUOTE=Marty106;44657682]I hate you guys :D[/QUOTE]
hey you're the twat that came in with a pointless idea
Can anyone post a download link for all the gun models (pilot and titan), in .obj, .fbx, or .blend format? Also include the textures. Thanks.
[QUOTE=zgeorge22;44675682]Can anyone post a download link for all the gun models (pilot and titan), in .obj, .fbx, or .blend format? Also include the textures. Thanks.[/QUOTE]
[IMG]http://i.imgur.com/ymaDCno.png[/IMG]
no
5 days
someones gotta break the silence!
sorry for the delay but here is the MRVN model from Titanfall for Garry's mod and SFM!
goes in perfectly with the valve rigged spectre
contains: 1 model
includes: 3 body skins, 2 extra body groups, 6 expressions, jiggle bones, 3 head bodygroups (2 heads and 1 no head)
known bugs:
Garry's mod: its lower arms bend in the wrong way (its just how it was rigged), its head is a bit wonky, its jiggle bones don't work, its fingers have to be posed by editing the bones
SFM: the fire fighter backpack doesn't work (as in the textures doesn't work, don't know why)
both: in order for proper use: mat_specular has to be set to 0, it has terrible lighting affect, the fire fighter's head doesn't apply lighting (it glows in the dark (like the heavy-bot from TF2))
if there are any other bugs let me know
pics! (sorry no SFM pics, i don't really use it)
[IMG][IMG]http://i.imgur.com/GhEf0Tn.jpg[/IMG][/IMG]
[IMG][IMG]http://i.imgur.com/2GVTxV9.jpg[/IMG][/IMG]
[IMG]http://i.imgur.com/hE3tcPx.jpg[/IMG]
download: [url]http://www.mediafire.com/download/qz3gxyfk669calq/MRVN.rar[/url]
[QUOTE=Atlas852;44726700]5 days
someones gotta break the silence!
sorry for the delay but here is the MRVN model from Titanfall for Garry's mod and SFM!
goes in perfectly with the valve rigged spectre
contains: 1 model
includes: 3 body skins, 2 extra body groups, 6 expressions, jiggle bones, 3 head bodygroups (2 heads and 1 no head)
known bugs:
Garry's mod: its lower arms bend in the wrong way (its just how it was rigged), its head is a bit wonky, its jiggle bones don't work, its fingers have to be posed by editing the bones
SFM: the fire fighter backpack doesn't work (as in the textures doesn't work, don't know why)
both: in order for proper use: mat_specular has to be set to 0, it has terrible lighting affect, the fire fighter's head doesn't apply lighting (it glows in the dark (like the heavy-bot from TF2))
if there are any other bugs let me know
pics! (sorry no SFM pics, i don't really use it)
[IMG][IMG]http://i.imgur.com/GhEf0Tn.jpg[/IMG][/IMG]
[IMG][IMG]http://i.imgur.com/2GVTxV9.jpg[/IMG][/IMG]
[IMG]http://i.imgur.com/hE3tcPx.jpg[/IMG]
download: [url]http://www.mediafire.com/download/qz3gxyfk669calq/MRVN.rar[/url][/QUOTE]
Good work, not sure what everyone else is doing I'd love to port the models myself but currently I have no time I hoped more people would release stuff but it's pretty sad :(
I'd port stuff if i knew my way around the correct programs, however i've been really busy to get really into the programs.
dunno i might start releasing ports, [url=http://i.imgur.com/6FFdIub.png]i've mostly just been playing around with them[/url]
That looks really sexy, you should start releasing them :v:
I mainly just want the cockpit models
Wait. Does that DL include the spectres in the picture or is that a different DL/Not released yet?
Edit: Also, THANK YOU FOR THESE GUYS.
[QUOTE=a-cookie;44727546]dunno i might start releasing ports, [url=http://i.imgur.com/6FFdIub.png]i've mostly just been playing around with them[/url][/QUOTE]
The posing one is sexy as fuck. Fantastic work.
the only thing I'd like to see is an Atlas or Ogre titan.
[QUOTE=RustledJimmys;44732683]the only thing I'd like to see is an Atlas or Ogre titan.[/QUOTE]
I think the finger issue has kept anyone from working on them. Except for that one guy that did the "I Came In Like a Titanfall" video. He even had jiggle-bones working.
[QUOTE=Icy Fire;44732912]I think the finger issue has kept anyone from working on them. Except for that one guy that did the "I Came In Like a Titanfall" video. He even had jiggle-bones working.[/QUOTE]
Plenty of SFM users have got it figured out, saw a Gmodder as well.
[QUOTE=RustledJimmys;44733297]Plenty of SFM users have got it figured out, saw a Gmodder as well.[/QUOTE]
Huh. Could mean an incoming public release then.
[I]Hahahahaha, I crack myself up.[/I]
[editline]
[/editline]
-snipped because I didn't fucking read-
[IMG]http://i1106.photobucket.com/albums/h375/F35_LightningBravo/TitanSFM_zps41fc4a69.png[/IMG]
Right so I sort of got this to work after all, on some maps parts of the body seem to be chromed but its not too bad, now there's the issue of not being able to interact with some parts like the hatches on the Ogre or the Stryder, or the ankles. Anything i'm missing?
[QUOTE=Icy Fire;44751225]Holy missing textures, batman!
[img_thumb]http://puu.sh/8B8AZ/555336b183.jpg[/img_thumb][/QUOTE]
thought that might happen, found the problem: i forgot some textures,
in related notes the MRVN is now on the SFM workshop! but as for Gmod
[url]http://www.mediafire.com/download/96vmc7q99pscxjx/MRVN+V.2.rar[/url]
Is there a way to extract all the soundfiles as wav/ogg/mp3 or an other usable format? :)
[QUOTE=infinite.loop;44753107]Is there a way to extract all the soundfiles as wav/ogg/mp3 or an other usable format? :)[/QUOTE]
Have you even bothered to look at the OP?
[QUOTE=Icy Fire;44753628]Have you even bothered to look at the OP?[/QUOTE]
Sure, at the point the thread was started. And back then sound export was not present.
[QUOTE=infinite.loop;44761943]Sure, at the point the thread was started. And back then sound export was not present.[/QUOTE]
You do realize I update the original post with updates, there is even a change-log there :rolleyes:
because we need to get this sorted: we shall discuss the matter of the titanfall models not compiling
i use crowbar Version 0.19.0.0, TitanFall VPK Tool Version 3.2
QC file=true
extra info as comments=false
reference mesh SMD file=true
apply right hand fix=false
LOD mesh SMD files=true
physics mesh SMD file=true
vertex animation=true
bone animation=true
debug info as comments=false
procedural bones VRD file=true
debug info files=true
C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\models\titans\atlas\atlas_titan.mdl
C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\hl2\models\titans\atlas
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.
game compile for: source filmmaker
C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\usermod\models\titans\atlas\decompiled 0.19\atlas_titan.qc
nop4=true
verbose=true
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.
iv spent a wile reading every thing in this thread and i can't find anything i'm doing wrong
[url]https://www.youtube.com/watch?v=yYLROc7D0Y4[/url]
I've rigged the titanfall in Cinema4D, at the moment the rig works for the legs and torso, I have to readjust the rig for the upper-arms though, which is the only problem I'm having at the moment
[QUOTE=Atlas852;44769143]-snip-[/QUOTE]
It's a bounding box issue. My inexperienced-as-fuck guess would be to open up the QC and just remove the jx_hb_top_front bone from the compile list or something among those lines, since BBoxes really aren't all that important for SFM and all.
Also, here's a shitty render I made in SFM with a-cookie's glorious work on the Spectres. Use it as a background if you want, it's 3840x2160.
[img_thumb]http://puu.sh/8GSOQ/ea82e174e0.png[/img_thumb]
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