TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=SMarioMan;47656495]Is this what you're looking for?[/QUOTE]
Unafortunally no, we are looking for the first person arms, i have already found a link to the Spectres, but no c_models. Thanks anyways man.
[editline]4th May 2015[/editline]
[QUOTE=Deathtrooper2;47658231]Has anybody been able to get the original animations to work with the Grunts, or is that still screwed up?[/QUOTE]
Las thing i knew was that they still were screwed up, i might be wrong tho'
[QUOTE=rama2299;47658239]Unafortunally no, we are looking for the first person arms, i have already found a link to the Spectres, but no c_models. Thanks anyways man.
[editline]4th May 2015[/editline]
Las thing i knew was that they still were screwed up, i might be wrong tho'[/QUOTE]
I don't think spectres have first person arms because pilots are the players.
[QUOTE=Davin111;47658903]I don't think spectres have first person arms because pilots are the players.[/QUOTE]
There is a burn card that turns the player into a spectre so they blend in with the crowd
[QUOTE=Davin111;47658903]I don't think spectres have first person arms because pilots are the players.[/QUOTE]
There's a burn card that makes you one of them to mix up a little bit more in the battlefield and get more ignored, i already have 3 of those in my profile, so i'm 110% sure that there has to be.
Also, check a few posts above for the image with the Spectre legs
I really wish we had some Titanfall maps to use
I want to work with the maps, but I can't BSP Inspector to cooperate D:
Could we atleast get some of the assets they used? I mean everything from vehicles and crates to giant starships!
[QUOTE=liberalllama;47659558]Could we atleast get some of the assets they used? I mean everything from vehicles and crates to giant starships![/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1367767&p=47634863&viewfull=1#post47634863"]No, you can't. Not at all. Nope. Never.[/URL] :v:
Okay, so what if someone used those to build some maps?
[QUOTE=liberalllama;47659610]Okay, so what if someone used those to build some maps?[/QUOTE]
Technically, it could be done. The problem is that there are hundreds of assets to deal with. It is much easier to simply wait for a map extractor that can define how those assets need to be placed.
[QUOTE=SMarioMan;47659782]Technically, it could be done. The problem is that there are hundreds of assets to deal with. It is much easier to simply wait for a map extractor that can define how those assets need to be placed.[/QUOTE]
Unless I'm mistaken, doesn't Cra0kalo's program also include a .BSP unpacker to extract everything in the maps?
[QUOTE=Katra804;47659936]Unless I'm mistaken, doesn't Cra0kalo's program also include a .BSP unpacker to extract everything in the maps?[/QUOTE]
I believe that all it does is extract the .lump files and generate point maps in its current state. I could be mistaken though.
It does, but the instructions for it say to drag a BSP into a specific area ofthe program. When I try to drag it from either the VPK window or a folder where I extracted the BSP to, it simply won't let me do so.
Anyone know how modified the engine was for titanfall? Perhaps it has something to do with that.
I only know that it's almost a new build of Source
The main differences between the typical Source Engine we work with and the TitanlFall engine is that:
-The TitanFall Engine has models with the identifier of "IDST4" where as Garry's Mod, HL2 and it's episodes use IDST0, and the Left 4 Dead series uses IDST1.
-TitanFall models also use dx11.vtx, where as other engines use dx9 and dx10. These are basically shader-type things.
-Compression type for VPK's are different between engines, but not sure how.
-Optimized strictly for online play with a large amount of different types of AI on-screen at once, similar to L4D and L4D2.
So could any of those be causing the problem with the bsp?
I don't think the maps are compatible with garry's mod (because portal 2, CSGO, and L4D2 maps are incompatible with gmod)
if only we could mount Titanfall to gmod it would make things much easier. too bad titanfall is not on steam.
Okay, but perhaps with extracted models and textures, along with an experienced mapper, we could get accurate representations or at least Titanfall themed maps
[QUOTE=liberalllama;47661482]Okay, but perhaps with extracted models and textures, along with an experienced mapper, we could get accurate representations or at least Titanfall themed maps[/QUOTE]
I think I saw a rendered titanfall map some where on this thread. It looked like one big prop.
Also, Portal 2 and L4D2 maps don't work directly, but I've seen some that have been ported to gmod.
[QUOTE=liberalllama;47661552]Also, Portal 2 and L4D2 maps don't work directly, but I've seen some that have been ported to gmod.[/QUOTE]
That's probably because someone managed to decompile them and then recompiled them for use in GMod and/or SFM.
[QUOTE=Davin111;47661541]I think I sae a rendered titanfall map some where on this thread. It looked like one big prop.[/QUOTE]
The only one I remember is this one:
[IMG]http://puu.sh/fQzJX.png[/IMG]
Edit: By the way, I'd love to see some new progress with the map extractor. Especially the skyboxes. Those look amazing.
As soon as someone is able to get BSP Inspector to work for them, if it's up to Cra0kalo and he manages to get it to work, we really have nothing in the way of maps. I'd kill to have them, but so far they aren't out there for people to work on.
[QUOTE=SMarioMan;47661591]The only one I remember is this one:
[IMG]http://puu.sh/fQzJX.png[/IMG]
Edit: By the way, I'd love to see some new progress with the map extractor. Especially the skyboxes. Those look amazing.[/QUOTE]
That is massive
edit: it be cool if someone recreates Titanfall in Gmode.
[QUOTE=huntingrifle;47659954]It does, but the instructions for it say to drag a BSP into a specific area ofthe program. When I try to drag it from either the VPK window or a folder where I extracted the BSP to, it simply won't let me do so.[/QUOTE]
Draaaag n drop
[IMG]http://puu.sh/hC26T.gif[/IMG]
Like in my post from ages ago there is nothing much at the moment with the program however when I get around to working on it again should be able to get basic primitive shapes out.
Anyway have a guess what this map is :P
[IMG]http://puu.sh/hC2FU.png[/IMG]
Every time I do it, it just shows the mouse icon that I can't drag it into the logo :v:
Maybe Lagoon or Overlook?
[QUOTE=huntingrifle;47662378]Every time I do it, it just shows the mouse icon that I can't drag it into the logo :v:[/QUOTE]
Just extract the whole map VPK and then drag the BSP from the extracted files into the tool. Pretty much only lightmaps and pointclouds can be exported though.
Like I said, dragging and dropping the BSP straight from the extracted folder does nothing for me, I don't know why.
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