• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
[QUOTE=Atlas852;46389536]finally played the new mode and beat it first try WOO! I also got the suicide spectre model and turret model compiled and I also found a black spectre skin anyone know about it?[/QUOTE] That might be the snipers, you don't see them much since they're usually cloaked and aren't on all maps, but they're a blacked out version of the normal spectres that use sniper rifles. [editline]2nd November 2014[/editline] It's funny to hack them since they don't uncloak for it so you'll just be holding your knife out in the air for a few seconds.
Might be the invisible ones, i haven't tryed it yet, mostly because Brazil server is almost crap, the only gamemode you can play is Attrition, nothing else.
Black Spectres = Sniper Spectres.
Ok yeah [IMG]http://puu.sh/cCsH4.png[/IMG] here is what I'm sticking with in terms of UI Lemme explain what I have planned for SceneBuilder [quote] The Scene Builder allows you to recreate Titanfall scenes in 3DS Max. It will basically read a titanfall map export the initial level geometry then run through each entity locate the model data in the assets folder provided then begin to rebuild the scene as close as it can to match the in-game result. [/quote] Like come on tell me this doesn't looks sexy [t]http://www.nowgamer.com/wp-content/uploads/2014/03/373208.jpg[/t]
-EDIT- Ok all 128 lumps loaded now to parse the geometry ones [IMG]http://puu.sh/cL2Y1.png[/IMG]
Lumps can now all be exported [IMG]http://puu.sh/cQ5TB.png[/IMG] time to "inspect" the geometry ones
Pardon the request but would someone be able to post up a model for the Data Knife for me?
[t]https://dl.dropboxusercontent.com/u/10798900/Pictures/TF_BSP_PC_NPE.png[/t] That pointcloud is directly from the BSP of the training map from titanfall. The one with faces was ripped from the gpu vram.
Apparently titanfall ditched brushes, and use some sort of map meshes like source 2 does.
[QUOTE=Cylonproject;46514510]Pardon the request but would someone be able to post up a model for the Data Knife for me?[/QUOTE] Hex the one in the L4D2 workshop.
[QUOTE=rama2299;46523034]Hex the one in the L4D2 workshop.[/QUOTE] There's also the pack of files directly from the game that I posted a while back, assuming the model/textures haven't been changed and they end up requiring other models as well.
EDIT: Figured it out thanks guys.
[QUOTE=Katra804;46523848]There's also the pack of files directly from the game that I posted a while back, assuming the model/textures haven't been changed and they end up requiring other models as well.[/QUOTE] Yeah, they just pretty much added some new stuff in the game but the rest is still intact, the only thing your pack needs to be displayed in Gmod are some new VTF settings (all of the stuff is invisible if i directly throw the folder into Gmod, i haven't tryed with SFM yet but i think it'll end up in the same thing)
Ahoy we have lightmaps [t]http://puu.sh/cYmxI.jpg[/t] I posted a sample of this a long time ago ripped from memory. This time it is directly extractable from the bsps, I will continue to look for the actual map brushes now..
[QUOTE=cra0kalo;44003582][B]TitanFall Ports and Hacks Thread[/B] [IMG]http://progressbar.com.au/wp-content/uploads/2013/10/Titanfall-banner.jpg[/IMG] [U]VPKTool Release[/U] [IMG]http://puu.sh/7S2e5.png[/IMG] [B]-CHANGELOG-[/B] [code] 3.3 -Fixed extract all dialog window saving incorrect folder path location. -Fixed issue with application settings save -Removed debug SelectedPath/InitialDirectory constants -Implemented additional audio patcher (fixes extraction errors for good!) 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) 3.1 -Major bug fix with VPK structure reading -Added support for foreign localization vpks -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 file associations causing the extracted files to be 0bytes -Reworked repacker code -Reworked sound patching -Reworked memory handling fixes ('System.OutOfMemoryException') exception errors -Various UI fixes 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 2.4 -Added Localization support for vpks -Updated VPK Parsing logic -Added option to patch sounds on export (Yes thats right sound extraction works now!) 2.3 -Patch VTF Option now auto-detects ATI2N textures and converts them. (Those broken normalmaps) -Fixed bug with flipped normals in ATI2N Tool's tga export 2.2 -Fixed UI issues with root folders not displaying it's child folder content -Fixed issue with extraction of single item not displaying output folder dialogbox -UI speed improvements -Updated ATI2Normal tool to export to TGA (thanks to Master131) 2.1 -Added ATI2Normal Tool for converting normal maps that are broken to DDS(Direct Draw Format) 2.0 -Added extraction code -Extraction now works for most things besides sounds 1.1 -UI fixes 1.0 -Initial Release [/code] [B][U]Downloads:[/U][/B] [url=http://cra0kalo.com/public/Titanfall_VPKTool3_Portable.zip] [img]http://dev.cra0kalo.com/devstore/DL_Portable.png[/img] [/url] [url=http://cra0kalo.com/public/Titanfall_VPKTool3_Installer.zip] [img]http://dev.cra0kalo.com/devstore/DL_Installer.png[/img] [/url] [B][U]Updates:[/U][/B] [IMG]https://dl.dropbox.com/u/10798900/staging/store/push/2014-04-07_22-43-30.png[/IMG] [B][U]BlogPost:[/U][/B] [url]http://dev.cra0kalo.com/?p=82[/url] [video=youtube;UclhtkshOCo]http://www.youtube.com/watch?v=UclhtkshOCo[/video] Useful [B]WIP[/B] [IMG]http://cra0kalo.com/upload/staging/store/push/2014-02-22_14-40-09.png[/IMG] [IMG]http://cra0kalo.com/upload/staging/store/push/2014-02-22_15-43-19.png[/IMG] [IMG]http://cra0kalo.com/upload/staging/store/push/2014-02-22_15-54-19.png[/IMG] [IMG]http://cra0kalo.com/upload/staging/store/push/2014-02-22_16-31-49.png[/IMG][/QUOTE] how did you import to 3ds max?
[QUOTE=WhiteMexicant;46659294]how did you import to 3ds max?[/QUOTE] After extracting them you need to decompile them with crowbar and yes i voted you dumb but for only quoting the entire OP
So i just posted the IMC Grunt playermodel thingy in the WiP's thread, and as i sayd, i'd like to make a little request: My brother went to another province a month ago for almost a year, and he took his computer with him, and as i keep using this horrid notebook, i can't install all the modelling tools that i need. BUT when i finished the IMC Pilot, i moved it into this crappy computer, just to have it, and now that i realize, if someone can change the bone names of the fingers and hands in the IMC Grunts to the Valve Biped ones, the .phy that i worked in the IMC Pilot will work in the Grunts too. So there it is, anyone able to change the hands and finger names of the hands to the Valve Biped ones? Thanks to anyone who's able to help me and sorry for the dumb request... Gonna' leave a picture of the IMC grunt P.M here: (And also [as i sayd], the VMT hasn't been touched yet) [IMG]http://i.imgur.com/0vqvN5W.jpg[/IMG]
Map progress! ahoy we have terrain [IMG]http://puu.sh/dncs0.jpg[/IMG]
One year of work and we still dont have a Titans models. This is bad.
[QUOTE=Tiberiuss;46674671]One year of work and we still dont have a Titans models. This is bad.[/QUOTE] We do, it's just that their rigs are shit atm.
[QUOTE=Unique_mask;46674689]We do, it's just that their rigs are shit atm.[/QUOTE] Fix - Titan models in garry's mod.
Hey Cra0kalo quick question, i have been trying to extract the vistas models from Titanfall, but for some reason when they load, the have no texture or material, even if i used crowbar decompiler. Please, your help would be needed because i need those for scenebuild models for this. Also the vistas are the background objects in the game, thats what they are. They are part of the 3d backgrounds, like in Angel city, or the forest maps. [video=youtube;YKqDuwuWQxE]http://www.youtube.com/watch?v=YKqDuwuWQxE[/video]
[QUOTE=Deathtrooper2;46944206]Hey Cra0kalo quick question, i have been trying to extract the vistas models from Titanfall, but for some reason when they load, the have no texture or material, even if i used crowbar decompiler. Please, your help would be needed because i need those for scenebuild models for this. Also the vistas are the background objects in the game, thats what they are. They are part of the 3d backgrounds, like in Angel city, or the forest maps. [/QUOTE] Decompiling a model doesn't magically give you the textures, the textures are in the materials folder. For example, after extracting the assets from the Airbase VPK, you see that it has a "models\vistas" section. From there, I opened up one of the models with a hex editor, and saw that the texture names are at the bottom of the hex code. For the "airbase_se_buildings.mdl" found in "models\vistas", the corresponding textures are found in "materials\models\vistas". Have fun.
[QUOTE=huntingrifle;46948677]Decompiling a model doesn't magically give you the textures, the textures are in the materials folder. For example, after extracting the assets from the Airbase VPK, you see that it has a "models\vistas" section. From there, I opened up one of the models with a hex editor, and saw that the texture names are at the bottom of the hex code. For the "airbase_se_buildings.mdl" found in "models\vistas", the corresponding textures are found in "materials\models\vistas". Have fun.[/QUOTE] Should've been more specific, ok i got all the materials in the folders and the models in the folders, but the models will only show up in wireframes.
[QUOTE=Deathtrooper2;46949902]Should've been more specific, ok i got all the materials in the folders and the models in the folders, but the models will only show up in wireframes.[/QUOTE] Before decompiling, did you turn the dx11.vtx files into dx90.vtx & dx80.vtx using [URL="https://dl.dropboxusercontent.com/u/62168572/ranits_public/titanfallVTX.zip"]this[/URL] batch converter? Something similar happened to me until I saw that I needed to change those files, then decompile them, and everything worked.
I.M.C troops reporting for duty! [IMG]http://i.imgur.com/niOI9kK.jpg[/IMG] [IMG_thumb]http://i.imgur.com/Kcmwsc3.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/ZoRRCfK.jpg[/IMG_thumb] [IMG]http://i.imgur.com/n3YNH3e.jpg[/IMG] So... The VMT's still untouched, and the fingers can be posed with the Joint Tool only, but anyways, do you guys think that i should upload these? Note that i'm only doing this guys as they didn't had facebones, like the Militia Grunts do, only the Militia Grunt Commander didn't had facebones... So if people wants this, i'll be uploadin' only the IMC lads, not the Militia ones (maybe i'll include the Commander from the Militia...)
I thought the VMT's have issues with the envmaps, as the $envmapmasks were renamed to "$reflectiontint" and that there is a "$shininess" parameter that includes non-existent textures for anything. You said the VMT's are untouched, but if I just plop the VMT directly from Titanfall, envmaps are messed up and none of the proxies work unless I put quotation marks on everything.
[QUOTE=huntingrifle;46950864]I thought the VMT's have issues with the envmaps, as the $envmapmasks were renamed to "$reflectiontint" and that there is a "$shininess" parameter that includes non-existent textures for anything. You said the VMT's are untouched, but if I just plop the VMT directly from Titanfall, envmaps are messed up and none of the proxies work unless I put quotation marks on everything.[/QUOTE] Well, i haven't extracted these by myself, there was a link a few pages ago, someone uploaded both factions of the grunts and said that they where 100% raw from the game, that he only changed some VMT parameters so they where visible in Gmod [editline]17th January 2015[/editline] But anyways, if you want you can grab 'em tomorrow, PM me in case you are interested on them
[QUOTE=rama2299;46950733]I.M.C troops reporting for duty! [IMG]http://i.imgur.com/niOI9kK.jpg[/IMG] [IMG_thumb]http://i.imgur.com/Kcmwsc3.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/ZoRRCfK.jpg[/IMG_thumb] [IMG]http://i.imgur.com/n3YNH3e.jpg[/IMG] So... The VMT's still untouched, and the fingers can be posed with the Joint Tool only, but anyways, do you guys think that i should upload these? Note that i'm only doing this guys as they didn't had facebones, like the Militia Grunts do, only the Militia Grunt Commander didn't had facebones... So if people wants this, i'll be uploadin' only the IMC lads, not the Militia ones (maybe i'll include the Commander from the Militia...)[/QUOTE] So, do they still have the animations, or are the fucked?
Nope, the weren't extracted with the animations, they are incredibly glitchy in Gmod or even in SFM if you try to put 'em, they will usually end up screwing the whole model up and making it go over all the map
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