• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
Is there an alternate link to that resource pack from several pages ago? I've been meaning to grab more stuff from the game, but don't want to download all 50GB of it again.
Here you go [url]https://mega.nz/#!2t4zHA6S!EaSlMg-v7YAbYzy472GgsUwMVXkk6GnAwhbb6Nd5As8[/url]
Thank you!
No problem. Have any ideas for what you're going to port?
Probably some of the vehicles on some of the levels for props. Maybe foliage too.
Oh, I already did some of the vehicles (I havn't uploaded them yet, I should probobly do that.) I have had some trouble with the Hornet's (The Militia Fighter) textures, so if you could figure it out that would be great. Also, some of the vehicles just render wierdly.
[QUOTE=liberalllama;48520390]No problem. Have any ideas for what you're going to port?[/QUOTE] are those models recompiled, or do they still need to be decompiled and recompiled again.
[QUOTE=Deathtrooper2;48520485]are those models recompiled, or do they still need to be decompiled and recompiled again.[/QUOTE] They are directly from the game's install directory, so they still need to be decompiled and recompiled.
[QUOTE=Deathtrooper2;48520485]are those models recompiled, or do they still need to be decompiled and recompiled again.[/QUOTE] The one's in the resource pack? Here are the instructions that were given to me. [QUOTE=huntingrifle;47889628]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 "$" (without the quotes). Theoretically, that should be it.[/QUOTE] And For the textures [QUOTE=huntingrifle;47896538]Textures are more annoying because they use custom commands tailored for the TitanFall version of the Source engine, so you'd have to "convert" the functions. Using a text editor, open up the VMT's and... 1. Change "$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.[/QUOTE]
I should mention that when you change $reflectiontint, use $phong instead of $envmapmask. When I wrote those instructions, they worked perfectly fine for me, but now end up looking extremely metallic and are actually diffuse reflections (aka phong).
envmapmask has worked for what I've done, but I'll start using that. Edit: I tried using it, and it made everything metalic, while the old method worked fine.
I guess that if it has something to do with TitanFall... [IMG]http://i.imgur.com/d8WUNM1.jpg[/IMG]
Is there any chance of getting quality militia grunts?
"Quality"?
On the same level as the imc grunts. There are some militia grunts out but they have weird physics and impropper t-poseing
[QUOTE=liberalllama;48520480]Oh, I already did some of the vehicles (I havn't uploaded them yet, I should probobly do that.) I have had some trouble with the Hornet's (The Militia Fighter) textures, so if you could figure it out that would be great. Also, some of the vehicles just render wierdly.[/QUOTE] They seem fine to me. Just have to get rid of unnecessary VMT garbage.
[QUOTE=rama2299;48526470]I guess that if it has something to do with TitanFall... [IMG]http://i.imgur.com/d8WUNM1.jpg[/IMG][/QUOTE] What's up with those weird seams on the forearms?
[QUOTE=Soul_;48528597]They seem fine to me. Just have to get rid of unnecessary VMT garbage.[/QUOTE] Well, you have much more experience than I do. Still, today I'll upload what I have. Edit: Also, is there a way to fix things rendering in the wrong order? (I'm seeing guns and wheels through themselves)
[QUOTE=Viper123_SWE;48528849]What's up with those weird seams on the forearms?[/QUOTE] I actually darkened everything, so once it was done, I pasted the original texture again over it, deleted everything but the arms, and I accidentally deleted a bit of them too :v:
Soul, if I wanted to fix some of my issues, do you have any idea what I would have to do?
You'd have to show me your issue first.
I'll take screenshots. Can't get them up untill sometime after two though.
Okay, I said I'd do this a few days ago, but I forgot. [IMG]http://images.akamai.steamusercontent.com/ugc/419187061819394310/2352C78748653FF5B3A6F34019767D5DC3A83BA4/[/IMG]
Can you put up a few more angles and paste your QC and VMT settings?
From the side it looks fine [IMG]http://images.akamai.steamusercontent.com/ugc/419187061819394526/B1E14FD95B7D8E1FEAFA2BE2FA946731D2241211/[/IMG] But not from any other angle [IMG]http://images.akamai.steamusercontent.com/ugc/419187061819394731/9F7343D98322EBD647CA8AD1F28550D1DFD001AF/[/IMG]
Is that the viewmodel or the world model?
I think it's the world model, i can check though
When you decompiled it (which you should have), can you import it into 3DS Max or Blender and see if it looks messed up in there as well?
It doesn't look like there's a problem in blender, but I have basicly no idea what I'm doing with it anyway.
If it's view model, I think it's just that they cut down on the amount of polys by making parts you won't see in-game pretty much not there, similar to what Valve does in HL2 and it's episodes. If it's a world model, then I have no idea what's wrong with it.
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