TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
Yep, that's exactly what I did and they work perfectly fine.
Also leave in the "Proxies" part of the VMT's, it keeps the texture animations (such as holographic flickering, character's wristpads scrolling, etc.)
Okay, tomorrow I'm going to try and get the hornet model working.
Okay, so the models in but I messed up the textures. The collision is a weird triangular stand because it's never something the players in game would touch.
Edit: Crap, sorry for the double post
Edit part 2: I got things working except for the hornet which I keep messing up. The wings look good but the main body is all orange. [IMG]http://images.akamai.steamusercontent.com/ugc/713039707352995224/E658FAD7A12929682DA3F448CFD2E31EAD661F1A/[/IMG]
I'll look into it. In the mean time, I have a question for anyone still looking at this thread.
Inside every specular mask texture, there is something in the alpha channel, although I'm not sure what it is. Anyone know?
[QUOTE=huntingrifle;47908110]I'll look into it. In the mean time, I have a question for anyone still looking at this thread.
Inside every specular mask texture, there is something in the alpha channel, although I'm not sure what it is. Anyone know?[/QUOTE]
My understanding is that the alpha channel in the specular texture defines the specular intensity. On the other hand, the color of the texture, as far as I know, defines the color of the specular shading.
[QUOTE=huntingrifle;47908110]I'll look into it. In the mean time, I have a question for anyone still looking at this thread.
Inside every specular mask texture, there is something in the alpha channel, although I'm not sure what it is. Anyone know?[/QUOTE]
Mind posting an example of it? I don't exactly have time to look at the files myself (plus, I sort of misplaced my external drive that has the Titanfall content on it).
Ah, seems to make sense then. I was looking at other Source Engine models and some didn't have anything in their alpha channels, so I wondered if it was a TitanFall-only thing.
As for your question liberalllama, can you post your VMT in [noparse][code][/code][/noparse] tags?
[del]And give me 5 minutes or so to upload it, Katra.[/del]
Here it is, its the Wingman Revolver.
[t]http://i.imgur.com/AV9ktfv.png[/t]
Just download it and see for yourself. I noticed some spec-masks in Source either don't have an alpha channel at all, or have a mostly white one.
Okay, another problem I've run into is that a lot of things render in the wrong order (I don't know if that's correct terminology, sorry). What I mean is like, on the imc trucks, I'll see the wheels through each other. Thats not the worst thing, but many things such as the redeye (the ship over the refueling raid campaign mission) are ruined by it completely
That's a collision problem. As you mentioned before, the collision mesh wasn't made for players to directly interact with. The TitanFall version of Source probably used modified collision mesh programming, which isn't necessarily compatible to Garry's Mod's version of Source.
You'd be better off making custom collision meshes in a modeling program.
Maybe one day I can. Most of the models work fine and I can live with being able to see wheels through wheels for now.
Hey, I'm nearly done. I took a break for a bit. What I have to do now is find all the IMC Carrier textures, as they're scattered all over the place. I still have no idea what to do with the hornet. Anyway, when I finish, can I upload them to the workshop, like would anyone mind?
[QUOTE=liberalllama;48010390]Hey, I'm nearly done. I took a break for a bit. What I have to do now is find all the IMC Carrier textures, as they're scattered all over the place. [/QUOTE]
Whenever I import the carrier into Blender, it comes in with only part of the model, as though other models are also part of it. It leaves lots of empty gaps and makes the model pretty much unusable. How'd you get around that?
I didn't, but the some bits like the to scale engines would be nice, but I can't find their textures. Also, the disabled carrier models are usable.
I'm having trouble understanding how to upload anything to steam, can anyone help me?
[QUOTE=liberalllama;48099146]I'm having trouble understanding how to upload anything to steam, can anyone help me?[/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=188314828"]This might help.[/URL]
Does anyone think I can get more game types working in private matches? So far, they show up in the list, but something is causing the game type title not to match up all the time after selecting them. I'll keep tweaking the game lobby logic files, but I would appreciate any ideas. I can tell that a lot of game logic isn't finished yet, but certain game types look complete enough that they might actually load in, assuming the server will allow it.
[IMG]http://i.imgur.com/4gohACFh.jpg[/IMG]
hello I would like to know how to put the textures on Titan waiting for your response
GIMP/Photoshop → VTF Plugins → Edit as desired
You might also get VTFEdit and some way to make 7.5 textures compatible with it
[QUOTE=rama2299;48187997]GIMP/Photoshop → VTF Plugins → Edit as desired
You might also get VTFEdit and some way to make 7.5 textures compatible with it[/QUOTE]
The latest version of VTFEdit should support it, if I remember correctly. If not, the only other way to make it compatible is to convert the files to another format.
Oh, i didn't knew that it was updated to work with 7.5 tex's
reading this just reminded me of what i did awhile ago
[img]http://i.imgur.com/QyLj0dc.jpg[/img]
shame normal maps and glow maps don't work together
I would suggest doing the following:
1. Convert the specular map into a png file, then to a dds file, copy the RGB channel into the the Alpha channel of the normal map (removing the $envmapmask command)
2. Place the glow map into the Alpha channel of the diffuse texture (removing the $selfillummask command)
3. Remove $envmap from the VMT entirely, $envmap becomes relatively useless when the specular map is used by the $phong command.
4. Add "$phongalbedotint" "1" to your VMT.
Hey, peeps, so I've been trying to publish the vehicles on the workshop, but gmod publishing utility keeps giving me this shit: File List verification failed. Anyone know how I can fix this?
[QUOTE=liberalllama;48239038]Hey, peeps, so I've been trying to publish the vehicles on the workshop, but gmod publishing utility keeps giving me this shit: File List verification failed. Anyone know how I can fix this?[/QUOTE]
Try following [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=188314828"]this method[/URL] instead.
The easiest solution is to not upload to the workshop.
[IMG]http://imagehost4.online-image-editor.com/oie_upload/images/1955355Pxcwj1b/pJLRobvvSTYh.png[/IMG] I keep getting things telling me the json is wrong, but I can't figure it out
Hey guys! Just wanted to call attention what seems to be a glitch with the repacker. A modder on reddit seems to be getting their load screen pictures mixed up: [url]http://www.reddit.com/r/titanfall/comments/3hs229/smugglers_cove_has_an_all_new_look/[/url]
Observe:
[IMG]http://i.imgur.com/jfWMoCC.jpg[/IMG]
[IMG]http://i.imgur.com/OIS2xEv.jpg[/IMG]
Apparently it doesn't happen all the time, which seems odd to me.
It doesn't looks like much
Granted that's a bug with repacking assets, but then again it's not a game breaking issue.
On top of that, none of us really use the repacker, most if not all of the people in the thread were extracting and porting content to the Source Engine.
I'm afraid you won't get much insight on a fix here, pal.
Hey guys, so the textures for the IMC carrier in relic are scatterered all over the place. If you see any, can you let me know? (I have the ones from the vehicles and world folders)
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