TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=cra0kalo;47799340]Mind if i sticky that image in the OP Katra?[/QUOTE]
I asked a mod in the Respawn forums if aesthetic in-game mods are bannable, since Respawn hasn't had any official word on the matter. Here's what I got:
[IMG]http://i.imgur.com/zfqOJUc.png[/IMG]
Hey peoples, can I ask you something. How possible would it be to make a functioning jump-kick work in gmod?
[QUOTE=liberalllama;47808730]Hey peoples, can I ask you something. How possible would it be to make a functioning jump-kick work in gmod?[/QUOTE]
Im not a gmod person, but what i can tell... gmod is a cod engine with more features. I know for certain its able to be done in waw... so its definently possible in gmod, you just have to think of a method correctly. Heres an unrelated example of thinking about something from another angle: WAW has a 21k vert limit which prevents high poly models to be imported... so people would reduce the poly count and import it, but that losses quality. So to keep the quality... I figured out that if you import it as parts, it works without exceeding a vert limit. If you are not able to force an animation, when they hit the button, just hide the viewhands/viewbody and spawn a 'fake' one in front of the player... then play the animation and damage the enemy. Thats one out of countless methods to achieve the desired goal. You just have to think out of the box
Probably the hardest part would be first person animations (third person would be out of the question)
It's just a melee. Lots of Source engine games/mods have melee attacks. Don't know why you'd think anyone would find making a kick animation hard when SMOD did that years ago.
I don't know. Maybe it's because no other melee is as badass. Really though, I have no idea how to do this stuff.
Sorry for the delay, I had Katra's resource pack uploaded to my MEGA yesterday, but my computer was doing some updates/defragging/a tone of other shit so I couldn't post a link until now.
[del]Link removed due to takedown notice.[/del]
As for your question regarding the kicking, you have to make a Lua command that a player binds to their keyboard, then they have to press the key and do a kick.
Visually, first person animations can be done easily because you can use any set of bones for first-person models, so realistically you would simply use the TitanFall models and their kicking animations.
Third-person would be tricky because the model would still need to use the Valve Biped skeleton and not any custom one. One could theoretically delete unnecessary bones from the TitanFall skeleton and rename the rest to fit the Valve skeleton and then compile it as a custom animation, but that's still quite difficult.
Can you add the password to the actual post for convenience's sake. I can't seem to find the original post.
I think it was mechsnshit or something like that
[QUOTE=liberalllama;47810378]Can you add the password to the actual post for convenience's sake. I can't seem to find the original post.[/QUOTE]
It's the blacked out portion of the post.
okaydokay
[QUOTE=SMarioMan;47807968]I asked a mod in the Respawn forums if aesthetic in-game mods are bannable, since Respawn hasn't had any official word on the matter. Here's what I got:
[IMG]http://i.imgur.com/zfqOJUc.png[/IMG][/QUOTE]
Does this mean DoritoFall can still continue to be a thing? :v:
[QUOTE=nomad1;47812558]Does this mean DoritoFall can still continue to be a thing? :v:[/QUOTE]
I really want it to be a thing. Those were some of my favorite posts on here. With dedication, there may yet be hope for a Doritos mod pack.
So I downloaded the pack, only to realise I'm an idiot and have no idea what to do with these treasures.
Edit: So I think I may take this opportunity to start learning, or I might wait for my new computer where I'll have more space...
Anyway I've been reading stuff about how to do things.
[QUOTE=liberalllama;47813552]So I downloaded the pack, only to realise I'm an idiot and have no idea what to do with these treasures.[/QUOTE]
This is a late response, but I wasn't able to respond sooner for obvious reasons. The resource pack is more or less meant for people to have access to the necessary assets directly from the game in order to make their own ports. Since a majority of the content needs to be reworked from what I can recall (mainly due to rigging issues, if I remember correctly), it's mainly just content for decompiling, fixing, and then recompiling as one sees fit.
Yeah, I was thinking i would try but I've been stressed lately and just want to relax.
So Titanfall 2 will be at E3 hope it's still on source :P
[QUOTE=cra0kalo;47829883]So Titanfall 2 will be at E3 hope it's still on source :P[/QUOTE]
I think you got that backwards. Vince Zampella just confirmed that none of Respawn's projects will be at E3 this year: [url]https://twitter.com/vincezampella/status/604143027326566401[/url]
[QUOTE=SMarioMan;47829902]I think you got that backwards. Vince Zampella just confirmed that none of Respawn's projects will be at E3 this year: [url]https://twitter.com/vincezampella/status/604143027326566401[/url][/QUOTE]
Well I was basing that off IGNs list of games and now its confirmed its not aw well :/
Anyone know how to get the models to work in blender?
[QUOTE=liberalllama;47832530]Anyone know how to get the models to work in blender?[/QUOTE]
Decompile with Crowbar and import the resulting qc into Blender with the Blender Source Tools addon.
K. Also, I tried just putting everything into gmod. The collision is there but I can't see anything.
Edit: anyone know how I can fix that?
u need to decompile the model and then recompile it, then the model should be visable
And I do this with crowbar? (Sorry, I'm still super new to all this)
1. Decompile with Crowbar. I suggest decompiling to a subfolder where the original mode is located, and name the subfolder after the model name.
2. Open up the QC file in a text editor. Make sure there are no slashes in front of stuff that starts with a "$" (without the quotes).
Theoretically, that should be it.
Okay thanks, I'll give it a shot. Thanks for being helpful and not just judging me for knowing nothing.
People here will help you if you need any kind of, i've never seen any person here being hostile to someone new at something, so don't worry about that
Okay, what do I do about textures?
Textures are more annoying because they use custom commands tailored for the TitanFall version of the Source engine, so you'd have to "convert" the functions.
Using a text editor, open up the VMT's and...
1. Change "$reflectiontint" to "$envmapmask". This will make Garry's Mod use the correct specular map, so it won't look super shiny/chrome-like.
2. Remove all other instances that contain "$reflectiontint", these are useless.
3. Get rid of the lines with "$shininess", it's also useless and uses a non-existent file anyways.
4. At the very top of the VMT file, above the "{", there is a word in quotes. If it's "Basic", change it to "UnlitGeneric".
That should fix most of your errors.
Then if I put those in a material folder and the recompiled model in a model folder it will work fine?
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