• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
[QUOTE=lonefirewarrior;47241798]Is it the endless dying animation? My Atlas has that too when I tried it in SFM. Funny as hell.[/QUOTE] it is :v:
Huh, strangely enough, the animations for the Assault Rifle seem to be "useless" when looked at in a text editor, but when compiled work perfectly fine. It might be the same case for every other model. but I'm not sure.
well this is a shame, had some ideas
[QUOTE=Luxuria;47241778]WHAT IS GOING ON [t]http://i.gyazo.com/acc90c15f6aeb92cd45947ea910606f5.png[/t] [t]http://i.gyazo.com/bca914dbdd739777aa20f590c1aaf7e8.jpg[/t] [editline]2nd March 2015[/editline] i use sfm as well bruh[/QUOTE] Right click the animset > import > sequence "ref" works better than "idle;" the latter has the fingers in their default positions, as in all spread out in supersaiyan jazzhand mode
[QUOTE=Atlas852;47241819]iv just made some MAJOR progress on the fingers, i'm going to test it now[/QUOTE] well that didn't work
[QUOTE=Icy Fire;47241932]Right click the animset > import > sequence "ref" works better than "idle;" the latter has the fingers in their default positions, as in all spread out in supersaiyan jazzhand mode[/QUOTE] Nice, any idea how to fix the missing texture around the top and the completely missing third skingroup? [editline]2nd March 2015[/editline] oh and the model doesnt work with AO properly [editline]2nd March 2015[/editline] shiet [t]http://i.gyazo.com/26d572a54313b182933ae84f4e0f3dc9.png[/t]
Does anyone have higher quality textures for the grunts?
As long as i know, the already uploaded ones are the default with no tweaks on them, they should be HD as they are in game ( Of course, if you have the model and material settings on High)
If the person who uploaded the Grunts used the textures straight from TitanFall with some VMT tweaks, they should be perfectly fine. If you'd like, I can see about resizing the textures to a higher resolution and also try re-making the normal maps.
[QUOTE=Kimchi;47249082]Does anyone have higher quality textures for the grunts?[/QUOTE] They're straight from the game. You aren't going to find anything higher. [QUOTE=huntingrifle;47251044]If the person who uploaded the Grunts used the textures straight from TitanFall with some VMT tweaks, they should be perfectly fine. If you'd like, I can see about resizing the textures to a higher resolution and also try re-making the normal maps.[/QUOTE] THEY ARE straight from the game. You aren't going to get anything higher res.
The diffuse and normal textures are 1024x512, which I can try upscaling and remaking the normal maps entirely. I'm not saying it's necessary, I'm saying that it can be done. EDIT: I should've specified, I would upscale the diffuse, and make a new normal map entirely. I'm going to try out some different methods and see if I can get the textures to look better, and hopefully that means I can do that for other models (including ones not from TitanFall)
Never upscale a normalmap. Especially after they have been compressed.
Ok, updated the dudes physics and got rid of the VMT garbage (because why not), they now should look like this: [IMG]http://i.imgur.com/qhHXRsj.jpg[/IMG] They looked like this before: [IMG_thumb]http://i.imgur.com/ltMJdJ6.jpg[/IMG_thumb] Also, i'm planning on making the whole gear as a bodygroup (separated parts, like torso gear, knee and leg gear, arm gear, etc); still need to fix some dark areas of the textures so they match some more with the lightning: [IMG]http://i.imgur.com/xcmAH7Z.jpg[/IMG] (Sorry but i couldn't take anymore the phong on the Titanfall weapons... I'll fix that up later)
[QUOTE=huntingrifle;47251102]The diffuse and normal textures are 1024x512, which I can try upscaling and remaking the normal maps entirely. [/QUOTE] [IMG]http://i60.tinypic.com/ffb7df.png[/IMG] I don't think it would be necessary anymore but thank you for the offer. Their textures just look muddy at times. how were you able to pose the soldiers fingers Rama? these are the models you provided links for but they have no option for finger posing.
I separated the guy in the center from the rest, so he's rigged to Valve Biped (BMS one unafortunally, he has 3 fingers, but well...) and works as a playermodel too, the other guys are still intact except for better physics, i use Joint Tool to pose theyr fingers whenever i need. I have also noticed that the Anti Titan's and Battle Rifle's body's are exactly the same with just different textures: [IMG_thumb]http://i.imgur.com/9SQ79H5.jpg[/IMG_thumb] You can pretty much just replace the VMT from the other one and the texutes will be intact, just with some really minnor issues in the AT's collar (AT at the right, BR at the left, reverted torso textures. Happens the same for the legs). Well, i'll be adding those as skingroups i think [editline]4th March 2015[/editline] I've been playing a while Titanfall, and i've spotted that there are different types of Spectres (Not the suicide or sniper ones from F.D), they seem to have different armour types, i also saw that in the MRI from the ones on the Workshop for Gmod. It might be just me, but can someone please take a look into the files of the game and try to find something? I think i saw some with more shoulder armour and leg armour
new Garry's Mod update added map and model compiling tools
[QUOTE=Atlas852;47292650]new Garry's Mod update added map and model compiling tools[/QUOTE] What tools, and how do we use them?
like the smd tools in SFM except there for Gmod
Awesome
so iv been trying to extract the Frontier Defense music but it keeps coming out as static, anyone know anything?
[QUOTE=Atlas852;47318699]so iv been trying to extract the Frontier Defense music but it keeps coming out as static, anyone know anything?[/QUOTE] are you patching wav files on export (it's in the options)
[QUOTE=cra0kalo;47318924]are you patching wav files on export (it's in the options)[/QUOTE] yes [editline]14th March 2015[/editline] other sounds come out alright but anything related to frontier defense comes out static
[QUOTE=Atlas852;47319091]yes [editline]14th March 2015[/editline] other sounds come out alright but anything related to frontier defense comes out static[/QUOTE] filenames? I can't help you if you don't tell me which files are causing this issue
[QUOTE=cra0kalo;47319123]filenames? I can't help you if you don't tell me which files are causing this issue[/QUOTE] everything in: sound/music/coop [editline]14th March 2015[/editline] but if u do need the names: music_coop_gamelost_2ch_v1_01 music_coop_gamewon_2ch_v1_01 music_coop_intro_2ch_v1_01 music_coop_waitingforwave_first_2ch_v1_01 music_coop_waitingforwave_high_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_02 music_coop_waitingforwave_low_2ch_v1_03 music_coop_waitingforwave_low_2ch_v1_04
I've also noticed that materials related to Frontier Defense won't export, like the suicide and sniper spectres. I've got a little list of specific filenames of models and materials that have this issue, if that would help.
[QUOTE=Icy Fire;47319219]I've also noticed that materials related to Frontier Defense won't export, like the suicide and sniper spectres. I've got a little list of specific filenames of models and materials that have this issue, if that would help.[/QUOTE] sniper spectre body [img]http://i.imgur.com/LJpQ5gN.png[/img] sniper spectre head [img]http://i.imgur.com/7a6sC9s.png[/img] suicide spectre body [img]http://i.imgur.com/96qiM3m.png[/img] suicide spectre head [img]http://i.imgur.com/NcyxrHb.png[/img] if you would like i can also upload the suicide spectre glow maps along with any other frontier defense related models and materials, its just the sound that i'm having a problem with
It's not just limited to the Suicide/Sniper Spectres' materials, it's also their models, as well as that of the Corporate Spectres (the ones seen [URL="http://assets.vg247.com/current//2014/03/titanfall_spectre.jpg"]here[/URL]) and a few other things, mostly character models. Maybe this is only a problem on my end. [editline]9:09 PM[/editline] Nevermind, I'm an idiot. 3.4 added support for the new content as of Game Update 8.
[QUOTE=Atlas852;47319196]everything in: sound/music/coop [editline]14th March 2015[/editline] but if u do need the names: music_coop_gamelost_2ch_v1_01 music_coop_gamewon_2ch_v1_01 music_coop_intro_2ch_v1_01 music_coop_waitingforwave_first_2ch_v1_01 music_coop_waitingforwave_high_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_02 music_coop_waitingforwave_low_2ch_v1_03 music_coop_waitingforwave_low_2ch_v1_04[/QUOTE] Could it be an issue for Titanfall .VPK v3.4 exclusively? I've just pulled up all of the contents of "sound > music > coop" I extracted with v3.3, and they work flawlessly in all media software I've use like Windows Media Player & Audacity (And my Settings did have .WAV Patching enabled, which I didn't actually know was a feature until this very minute). The only problem I've encountered was the ol' "pop" at the end of a couple of music tracks such as "tf_master_mediumpilotaction_imc1_stmix_112_bpm", but since they only occur at the end of the audio, having up to 2-10/20, 418 files with this is hardly a bother nor necessary for an update. It is worth noting I haven't yet used v3.4, as after Game Update 8, it's looking clear that it's the last we'll see of new content for Titanfall, and I only needed the sound anyway.
[QUOTE=Atlas852;47319196]everything in: sound/music/coop [editline]14th March 2015[/editline] but if u do need the names: music_coop_gamelost_2ch_v1_01 music_coop_gamewon_2ch_v1_01 music_coop_intro_2ch_v1_01 music_coop_waitingforwave_first_2ch_v1_01 music_coop_waitingforwave_high_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_01 music_coop_waitingforwave_low_2ch_v1_02 music_coop_waitingforwave_low_2ch_v1_03 music_coop_waitingforwave_low_2ch_v1_04[/QUOTE] works for me are you using the latest update of my tool?
[QUOTE=cra0kalo;47325153]works for me are you using the latest update of my tool?[/QUOTE] must be something on my end, Iv got an idea, I'll try that and let u know how that goes
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