TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
Katra, when you get around to testing the weapons in Garry's Mod, can you tell me how you'll work the VMT for some of the scopes (primarily the 8x and 12x)? Whenever I tried to get them working in-game, I could never get $selfillum working on the red reticule lines for either of them.
I've personally never had any success when working with $selfillum on anything I've tried including it in without having some help on the side, so I can't really say for sure how I'll get that to work properly for the scopes. What I'm doing now is sort of a rough patchwork idea that doesn't fully incorporate some of the materials. With the AOG, I actually had to cut some corners on the aiming reticle to get it to show properly, but I think I may have found a fix for that one's problem. As for the other sights, I'm still throwing a few ideas around before I get around to messing with the .VMTs, so we'll see how that turns out when I get around to it.
Hmmm, try testing this out, someone in a different thread said this works better than $selfillum by not messing with the textures.
[code]"$detail" "path\to\illumination_mask"
"$detailscale" "1" // Scale of the texture (values less than 1 will result in tiling)
"$detailblendfactor" "1" // Opacity of the illumination mask (you may want values less than 1 to prevent overbrightening)
"$detailblendmode" "5" // Blending mode -- 5 renders the mask after the lighting pass making it appear to glow[/code]
I just never got around to using this VMT code myself to test it.
[QUOTE=huntingrifle;47711046]Hmmm, try testing this out, someone in a different thread said this works better than $selfillum by not messing with the textures.
-Code stuff-
I just never got around to using this VMT code myself to test it.[/QUOTE]
When I get around to actually compiling the weapons, I'll start with the Longbow DMR to test out that info. I noticed that some of the attachments have a texture file that ends with the _ilm tag before the file extension (example: 8x_rifle_scope_crosshair_ilm.vtf), so it may very well be necessary to use that bit of code for the crosshairs to function properly.
[B]RANDOM QUESTION:[/B]
Pardon me buttin' in the discussion, but I just thought I'd check on something.
I'm currently sitting on Titanfall's .VPK files extracted from the launch period, 24th June 2014 (Just before Update Four) and 28th October 2014 (Post-Update Eight). Naturally, they're taking a massive wealth of space & I'm considering deleting the pre-Update Eight files, especially as I've got the Game Disc.
It's not exactly Titanfall-Beta files, but is there any reason you can possibly think of for me to keep them in case anyone needs them before I erase them?
Hey guys, I found this stuff a few pages into google.
[url]https://sfmlab.com/item/428/[/url]
[url]https://sfmlab.com/item/432/[/url]
[QUOTE=Bizargh;47712339][B]RANDOM QUESTION:[/B]
Pardon me buttin' in the discussion, but I just thought I'd check on something.
I'm currently sitting on Titanfall's .VPK files extracted from the launch period, 24th June 2014 (Just before Update Four) and 28th October 2014 (Post-Update Eight). Naturally, they're taking a massive wealth of space & I'm considering deleting the pre-Update Eight files, especially as I've got the Game Disc.
It's not exactly Titanfall-Beta files, but is there any reason you can possibly think of for me to keep them in case anyone needs them before I erase them?[/QUOTE]
They may hold some historic value for some people. Most if not all of the older assets should be present in the latest version. Perhaps some script files could be insightful as to internal changes, such as weapon balancing, though Respawn has been pretty straightforward with their changes.
[QUOTE=Bizargh;47712339][B]RANDOM QUESTION:[/B]
Pardon me buttin' in the discussion, but I just thought I'd check on something.[/QUOTE]
No need to apologize. This technically still pertains to the discussion since it's topic related, after all.
[QUOTE=Bizargh;47712339]I'm currently sitting on Titanfall's .VPK files extracted from the launch period, 24th June 2014 (Just before Update Four) and 28th October 2014 (Post-Update Eight). Naturally, they're taking a massive wealth of space & I'm considering deleting the pre-Update Eight files, especially as I've got the Game Disc.
It's not exactly Titanfall-Beta files, but is there any reason you can possibly think of for me to keep them in case anyone needs them before I erase them?[/QUOTE]
The only thing I can think of for keeping the files from pre-Update 8 is for the audio files, but I don't really see much of a benefit for that beyond what few sound files that were supposedly changed.
Honestly I wish someone kept the VPK's from the beta, I want to see the differences between the models from then and now.
I'm trying to import the models into Blender, but I'm encountering some issues on certain models. Things like weapons turn out fine, but there are several models that are giving me problems. I'm decompiling the model in Crowbar and then importing it into Blender with Blender Source Tools. The result gives me one material for every tri in the mesh, which is really nasty when I'm trying to apply textures.
[IMG]http://i.imgur.com/sPzahS6.png[/IMG]
Any idea what's going on here and if there's anything I can do about it?
(sorry for being not at all helpful)
Oooh, looks like a puzzle!
Can you import without the tools finding the materials for you? It'd be best to just guesstimate what textures go where.
[QUOTE=huntingrifle;47713876]Can you import without the tools finding the materials for you? It'd be best to just guesstimate what textures go where.[/QUOTE]
As it is, it's not even finding the materials for me. It's just naming and assigning the different UV groups. The problem is that it's identifying what should be about two groups as several thousand individual materials. I've tried merging the texture groups, but it cuts off the ends of the material names, so I cant tell which polys go to which materials without guestimating. I'm surprised that no one else has had this issue before.
Give me a step-by-step of how you got the models to where it starts being problematic.
[QUOTE=huntingrifle;47714437]Give me a step-by-step of how you got the models to where it starts being problematic.[/QUOTE]
I'm extracting the model files from their appropriate folder, decompiling the model in Crowbar, and then importing the qc into Blender with the Blender Source Tools add-on. After taking an incredibly long time to import, this is what it leaves me with.
Did you follow the tutorial in the OP for changing the dx11.vtx to dx90.vtx and dx80.vtx files? Currently that's my best guess, since that may be something you overlooked. Back when I first decompiled the models, the looked similar to yours when I tried to import them into 3DS Max because I didn't change the vtx's.
Do that little fix and then decompile the models again and see if that works.
[QUOTE=huntingrifle;47714812]Did you follow the tutorial in the OP for changing the dx11.vtx to dx90.vtx and dx80.vtx files? Currently that's my best guess, since that may be something you overlooked. Back when I first decompiled the models, the looked similar to yours when I tried to import them into 3DS Max because I didn't change the vtx's.
Do that little fix and then decompile the models again and see if that works.[/QUOTE]
I'll try that next time I attempt to decompile. Thanks for the help.
Edit: I just got to testing it. The pilot still looks like a texture puzzle.
I wonder how the Titan models are coming along.
speaking of which I have yet to see any of the anti-titan weapons.
I think those weapon packs had the sidewinder and mag launcher
[QUOTE=liberalllama;47717133]I think those weapon packs had the sidewinder and mag launcher[/QUOTE]
I didn't find those weapons in the weapon packs (if you are talking about the ones on the gmod workshop).
I'm working on my own ports of the weapons, so I'll make sure to include everything I can for the weapons (hopefully with bodygroups as well, still not entirely familiar with bodygrouping). I'll also be including some of the attachments that aren't normally available for certain weapons in-game since they're included in the decompiled files for the weapons.
TitanFall's QC's do all the bodygrouping for you, but since you're adding other attachments, it's still very simple.
1. Import prop and align on the weapon.
2. Weld it to a bone that corresponds with it, or create a new one for that attachment (Note that adding a bone means you'll have to re-export every SMD with that new bone included).
3. Delete everything but the skeleton and the new attachment.
4. Export as a reference, name it whatever you want.
5. In the QC, you simply add a code like this under one of the already made bodygroups, or add another bodygroup.
[code]$bodygroup "NameOfBodygroup"
{
blank //means no attachment currently set
studio "YourAttachmentHere.smd"
studio "YourOtherAttachmentHere.smd"
}[/code]
Hope that cleared it up a bit.
[QUOTE=huntingrifle;47717630]-Snip for length-[/QUOTE]
I actually already have that bit of info down, I just haven't gotten around to testing it out yet since I've been sick. I've actually got a test model for something unrelated to Titanfall that I intended to test this out with first (I always test things I haven't done before with older compiles first), so I want to see if I actually set up the .QC for that other model properly for bodygroups first before I do so with the Titanfall weapons. If I did it correctly on my test model, then I'll move on to doing the same with the Titanfall weapons. I may have to re-rig a few things since I've made a few changes (ammo counters kept reading the wrong texture and forming into the same model group for some odd reason, had to duplicate a few meshes to properly re-assign textures, etc.), so I'll probably end up sticking everything onto the test model's rig if it turns out well enough.
I just used TitanFall's QC after decompiling it with Crowbar, then made sure $definebone and other such things didn't have two slashes in front of them and they work perfectly.
[QUOTE=Bizargh;47712339]
I'm currently sitting on Titanfall's .VPK files extracted from the launch period, 24th June 2014 (Just before Update Four) and 28th October 2014 (Post-Update Eight). Naturally, they're taking a massive wealth of space & I'm considering deleting the pre-Update Eight files, especially as I've got the Game Disc.
It's not exactly Titanfall-Beta files, but is there any reason you can possibly think of for me to keep them in case anyone needs them before I erase them?[/QUOTE]
Well, based on the answers I received (And responded to in a very late manner, I realise), I'll simply clean them up from my primary backup. My bigger secondary backup is coping much better with it, so they'll stick there for as long as I can maintain them. You'll have to contact me on Steam if there's anything from the launch .VPKs or Update 3 .vpks you want, because a 2MB/sec connection isn't well suited to uploads containing 50GB of data.
Anyone know who ported the atlas for l4d2? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=398614588&searchtext=[/url]
[QUOTE=liberalllama;47745500]Anyone know who ported the atlas for l4d2? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=398614588&searchtext=[/url][/QUOTE]
I would assume the guy that uploaded it did, considering what was stated in the description for the mod.
Yeah, but what I'm saying is, maybe that guy would know how to sort out some of the issues that have come up.
Could it be uploaded in parts?
[QUOTE=liberalllama;47787640]Could it be uploaded in parts?[/QUOTE]
Could what be uploaded in parts?
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