TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
Well i was able to fix the vistas, here is some examples.
[url]https://www.dropbox.com/s/ha33p2082n1997b/Space%20invasion.jpeg?dl=0[/url]
[url]https://www.dropbox.com/s/z60cxcsr0omhp4p/poster222.jpeg?dl=0[/url]
Would probably release them in a scene build pack.
so i figured its time i showed a progress update even though i haven't really made any
[img]http://i.imgur.com/mtubfM0.jpg[/img][img]http://i.imgur.com/sVYUT3Z.jpg[/img][img]http://i.imgur.com/kiIADAA.jpg[/img][img]http://i.imgur.com/UoiF8nf.jpg[/img][img]http://i.imgur.com/FnGzrCj.jpg[/img][img]http://i.imgur.com/4zoRFJQ.jpg[/img][img]http://i.imgur.com/21DEYr7.jpg[/img] i'm not even sure these things are meant to be ragdols, the models are very heavy, almost impossible to pickup with the physgun, but i shall continue
[editline]22nd January 2015[/editline]
ignore the whole 'crappyteamcolors.png' i haven't quite got the glow maps figured out yet, glow maps and normal maps don't mix
Set your mass to 2000 and see how that works for the titans.
I have waited for this to come, now it's coming soon.
Don't give up, please.
Textures look pretty bad.
At least its progress
Can't wait for those pilots and titans!
[QUOTE=Luxuria;46984783]Textures look pretty bad.[/QUOTE]
They're like, 1K max, and the eye and visor textures on the titans and pilots aren't supposed to be flat like that.
I can't help but notice them here.
[img]http://i.imgur.com/kiIADAA.jpg[/img]
[editline]22nd January 2015[/editline]
on the topic of titanfall does anyone know if the ogre titan made it to sfm?
That does look abnormally bad in that picture, I admit.
I think its his low graphic settings that kind of ruin the preview shots a bit...
[QUOTE=Viper123_SWE;46985883]I think its his low graphic settings that kind of ruin the preview shots a bit...[/QUOTE]
Should get someone with a competent PC to do the previews.
[editline]22nd January 2015[/editline]
Doesn't help the pictures are being hosted out of Imgur.
I've got a decent PC.
What graphics settings were you using?
atlas852
good work hope to see them soon
why is everyone getting pissed at me because of the textures?, its G mod rendering, its bad OK? the red-i titan's textures are also that bad, they where never meant to be good, and as i said before,
---->"ignore the crappyteamcolors.png"<---- i made these about 6 months ago
but in other news i got the glow maps working
and to keep u guys happy have the frontier defense models [url]http://www.mediafire.com/download/anh84t66x7u5ow0/fronteir_defense_models.rar[/url]
this contains the harvester and the sentry turret, i forgot to add the suicide spectre and the sniper spectre, i probably add them will later
We're not getting pissed, we're just making an observation.
If they've been improved since then, great. All of our complaints have been rendered moot.
oh, my bad, sorry for any inconvenience, I have a friend who is always complaining about stuff which has made quite difficult to tell the difference between 'asking and observation' and 'complaining and anger' (don't ask ok)
oh no, what have I done!? ever since I posted the Titan pictures I get at least 5 friend requests a day! RACK OFF!! I don't accept random requests, u are not going to achieve anything by friending me, no special bonuses, no early access to the Titan models, NOTHING
sorry if some of those where u guys, this message is mainly directed at the other people who just look at thread from time to time and be like "oh he is doing Titan models, I'm going to friend request him without even LOOKING HIS PROFILE DESCRIPTION" im pretty sure u guys know what I'm talking about
I get that too. Even though I don't release models. People are dumb.
[QUOTE=lonefirewarrior;47012581]People are dumb.[/QUOTE] Yep especially workshop people lol
"[B]is this a player model???[/B]" :suicide:
[QUOTE=cra0kalo;47012700]Yep especially workshop people lol
"[B]is this a player model???[/B]" :suicide:[/QUOTE]
"[B]How do I download[/B]?"
"[B]Plz make this Swep[/B]"
The list goes on.
[QUOTE=Hogie bear;47012705]"[B]How do I download[/B]?"
"[B]Plz make this Swep[/B]"
The list goes on.[/QUOTE]
[B] FNAF x Titanfall crap dupes and crossovers.jpg [/B]
so I finally got the Maya plugin to work, so iv started work on the Titan animations
but it keeps coming out with some strange results, they still act as if there weren't compiled all it's done is extract the .SMD, is there something I'm missing?
well it turns out Crowbar now compiles animation files (yay) but EVERY SINGLE Titanfall animation comes out with this result (or something like it) ERROR: MdlError(7591) : 176 0.000000 0.000000 0.000000 NaN NaN 0.000000
i got this error compiling: atlas_MP_reactions
heres another example on: spectre_core ERROR: MdlError(152) : 40 -11.630192 0.000008 -0.000028 NaN NaN 0.000000
iv worked tirelessly on the .qc files trying to find out whats wrong
[QUOTE=Atlas852;47104656]well it turns out Crowbar now compiles animation files (yay) but EVERY SINGLE Titanfall animation comes out with this result (or something like it) ERROR: MdlError(7591) : 176 0.000000 0.000000 0.000000 NaN NaN 0.000000
i got this error compiling: atlas_MP_reactions
heres another example on: spectre_core ERROR: MdlError(152) : 40 -11.630192 0.000008 -0.000028 NaN NaN 0.000000
iv worked tirelessly on the .qc files trying to find out whats wrong[/QUOTE]
When porting animations from titan fall, they are fucked up since they run a different version of Source.
[QUOTE=Atlas852;47104656]well it turns out Crowbar now compiles animation files (yay) but EVERY SINGLE Titanfall animation comes out with this result (or something like it) ERROR: MdlError(7591) : 176 0.000000 0.000000 0.000000 NaN NaN 0.000000
i got this error compiling: atlas_MP_reactions
heres another example on: spectre_core ERROR: MdlError(152) : 40 -11.630192 0.000008 -0.000028 NaN NaN 0.000000
iv worked tirelessly on the .qc files trying to find out whats wrong[/QUOTE]
Like Deathtrooper2 stated, Titanfall's build of the Source engine is too different for GMod to handle the animations properly. Until Crowbar can actually decompile the animations as well (which I think is still being worked on), any currently available animations are generally remakes based on the animations from Titanfall until that happens.
I was able to get animations from the weapons to work perfectly in Garry's Mod, so I'm assuming the same can be said for the character models.
As I stated up above in a previous post on this page, you need to make sure that the dx11.vtx files are converted into dx90.vtx & dx80.vtx files before decompiling. The first time I decompiled the models without doing this step, the animations and UV's were fucked, but afterwards everything worked fine.
I'll test the character animations in 3DS Max right now and get back to you guys if they work or not.
[B]EDIT[/B]: For some reason, the weapon animations including first person animations work perfectly, yet the animations for the character models have no data. Decompiling them is similar to decmpiling CS:GO models, as all the animation SMD's contain the same data for each frame. I'm hoping that when Crowbar 0.25 comes out later this month that this is fixed, as teh creator of Crowbar said that CS:GO animations would be able to decompiled in 0.25, which may be related to why Titanfall's animations don't work either.
[B]DOUBLE EDIT[/B]: Just realized that the animations aren't kept in the same folders as any of the human models, but instead kept in the "pov_pete_core.mdl" found in "models/weapons/arms" folder. It contains what seems to be every animation that works perfectly with the pilot models. This however doesn't include every single animation, but it's the best that can be done.
This method works for the Male Pilots, Female Pilots, all 3 Titans, and every NPC soldier (granted the animations that work with them are the Male Pilots' anims).
[B]TRIPLE EDIT[/B]: Actually, you can get ALL of the Pilot and Titan animations to work. Basically, the bones in every single character and weapon model has the entire character's body involved (like the R101-C's animations having bones for the spine and legs of the character). I'll give a step-by-step explanation here.
[U]Step 1: Decompile the models.[/U]
Convert the dx11.vtx files into dx90.vtx & dx80.vtx with the batch converter found on the first post of this thread, or somewhere above in one of my posts on this page. From there, decompile every single model in the "models/humans" folder AND the "models/weapons" folder. You can also decompile the files in the "models/titans" folder to be able to work with the Titan's animations.
I'd recommend that you decompile each weapon and character into a subfolder named after the model that's being decompiled so everything is well organized. Trust me, this saves so much time ,effort, and frustration later on.
[U]Step 2: Importing the right reference SMD[/U]
For the Pilots and Grunts, always use the SMD that ends with "lod0.smd", as this contains the highest level of detail for the model you're using. You'll have to import both the body and the head SMD's for the full model to work.
For the Titans, this is a bit more complicated. The Titans have a different way of being compiled and thus (for now, at least) you need only decompile the "models/titans/titannamehere/titannamehere.mdl"
Atlas = Atlas_titan.mdl, Ogre = Ogre_titan.mdl, and Stryder = Stryder_titan.mdl
[U]Step 3: Importing the Animations[/U]
To explain this step, I'm going to use the B3 Wingman for reference.
Once you have the B3 Wingman decompiled (should be called "b3wing.mdl"), open up the animation folder within the b3wing subfolder you created (or whatever folder you created SPECIFICALLY for the B3 Wingman), and have the character model imported into your modeling program, import any animation you wish. In my case, I'm importing the "sprint_seq.smd" file.
[U]Step 4: Rinse and Repeat[/U]
Repeat steps 1 to 3 for every model you wish to use and voila! You now have working animations for the characters.
[U]ISSUES[/U]: Unfortunately, this method only allows for Pilot animations to work, as the Grunts' animation (getting shot, running, etc.) are in the format that can't yet be decompiled properly, but the Grunts' models can use the Pilots animations because they use the same bone system and bone-names.
Secondly, you'll have to manually edit the QC's of the models you're working with to include these animations as $ sequences. An explanation of these can be found [URL="https://developer.valvesoftware.com/wiki/$sequence"]here[/URL]. You can also copy the sequences from the weapon models' QC files to save yourself the trouble.
If I missed any details or you need something explained, just ask. I wrote this entire post around 3AM and edited it up until 4AM, so it probably isn't perfect.
but anyways, have fun, everyone!
[QUOTE=Atlas852;47104656]well it turns out Crowbar now compiles animation files (yay) but EVERY SINGLE Titanfall animation comes out with this result (or something like it) ERROR: MdlError(7591) : 176 0.000000 0.000000 0.000000 NaN NaN 0.000000
i got this error compiling: atlas_MP_reactions
heres another example on: spectre_core ERROR: MdlError(152) : 40 -11.630192 0.000008 -0.000028 NaN NaN 0.000000
iv worked tirelessly on the .qc files trying to find out whats wrong[/QUOTE]
Most likely, Crowbar decompiled "NaN" values in the SMD files. Posting a bug report with a link to the problem model files (the files from the game, not the decompiled ones) on Crowbar's steam group would help me in finding a fix for the issue. As a workaround, you could try doing a replace of all NaN values with 0.
[QUOTE=huntingrifle;47111352]
As I stated up above in a previous post on this page, you need to make sure that the dx11.vtx files are converted into dx90.vtx & dx80.vtx files before decompiling. The first time I decompiled the models without doing this step, the animations and UV's were fucked, but afterwards everything worked fine.
[U]Step 1: Decompile the models.[/U]
Convert the dx11.vtx files into dx90.vtx & dx80.vtx with the batch converter found on the first post of this thread, or somewhere above in one of my posts on this page.
[/QUOTE]
The renaming is unnecessary. I do not know what caused the troubles you claimed to have, but Crowbar does nothing different between the various names of the vtx files. Save yourself the trouble of renaming. If you can replicate the issue, then please post a bug report on the Crowbar steam group with a link to the specific game model's files, so I can debug it.
:)
Holy shit if your right with the animations, I'm going to have a blast animating SFMs with Titanfall.
[QUOTE=ZeqMacaw;47112466]
The renaming is unnecessary. I do not know what caused the troubles you claimed to have, but Crowbar does nothing different between the various names of the vtx files. Save yourself the trouble of renaming. If you can replicate the issue, then please post a bug report on the Crowbar steam group with a link to the specific game model's files, so I can debug it.
:)[/QUOTE]
I now remember that it wasn't any of the problems I mentioned, instead what happens is that Garry's Mod can't use dx11.vtx, since the version of the engine isn't made to have dx11 shaders. I can replicate it, but I'm pretty sure it's not a problem with Crowbar.
And quick question, if it's no trouble... any updates on the new version. Of Crowbar? I'm dying to get CS:GO animations.
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