• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
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Yeah, i was thinking the same thing about view models. Try messing with the VMT's too, that might do something
What do vmts do?
They are what determines what texture will be used along with wich normals, and theyr properties (such as phong, transparency, rimlighting, etc)
[QUOTE=huntingrifle;48569739]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.[/QUOTE] From what I've seen for most of the view models I've been working on so far, most of them are fully modeled. The only exceptions I've found are some attachments, and maybe one or two small parts on that rifle that looks almost the same as the R-101C but acts like a DMR/sniper rifle. I haven't checked out the G2A4 (which is what it looks like they're using), so I'll take a look at that one and see how it looks.
A similar issue with the Kraber-AP Sniper, where if you look at the view model from the front you'll be able to see through. Also the scope is messed up. Still have no idea why some models have this issue where others are perfectly fine.
Thanks. By the way, here are the vehicles I've done. [url]https://mega.nz/#!el8ShCBZ!-AWzoNZo3_IzK4FjkbG8ZqLoO0P63kfHCAjvu-wW-co[/url]
[QUOTE=huntingrifle;48570046]A similar issue with the Kraber-AP Sniper, where if you look at the view model from the front you'll be able to see through. Also the scope is messed up. Still have no idea why some models have this issue where others are perfectly fine.[/QUOTE] Well, it's like you said in reference to what Valve did with Half-Life 2 and its episodes; with faces that won't be seen on in the view model, they opted to hide/remove those faces for the sake of optimization. For some attachments (like the 12x scope attachment), you can piece together a few model 'patches' by mixing certain elements from the world model with the view model and adjusting the meshes a bit.
It has nothing to do with it being a world model. I tried bringing over the giant anti-ship rail guns and they have a similar issue (sexy animations though)
I never had this problem when I had the weapons in SFM, so again, if you would paste your QC and VMT settings, we could probably get this sorted out.
Here's my vmt // v1.01 //This file is auto-generated from reVaMpT. Edit at your own risk. "VertexLitGeneric" { "$vertexcolor" "1" "$vertexalpha" "1" "$surfaceprop" "metal" "$basetexture" "models\weapons\g2\g2a4_col" "$bumpmap" "models\weapons\g2\g2a4_nml" "$envmap" "env_cubemap" "$envmapmask" "models\weapons\g2\g2a4_spc" "$reflectiontintshininess" "models\weapons\g2\g2a4_spc" "$reflectiontintcolor" "1" "$fresnelamount" "1" "$fresnelintensity" "13" "$fresnelcurvesharpness" "1" "$envmapfresnel" "1" "$envmapLambertian" "3" "$envmaptint" "[1 1 1]" "$EnvmapSharpnessBias" "0" "$specularboost" "1.5" "$speculartint" "[1 1 1]" "$selfillum" "1" "$selfillummask" "models\weapons\g2\g2a4_ilm" }
I don't personally know what the issue is, but you can clean up the VMT by removing the "$reflectiontintcolor" and "$reflectiontintshininess" lines entirely, as well as "$envmapfresnel", "$envmapcurvesharpness", and $Envmapsharpness boost" Also replace "$specularboost" with "$phongboost". Also any time you post QC, VMT, or SMD files on Facepunch, put them in [noparse][code][/code][/noparse] tags.
Oh, I'm sorry, I'll remember that for next time
Hey, can someone here do me a favour and compile a qc to sfm for me so I can get past the bone limit?
Any news about porting Titan models?
Could it be possible that the issue is exclusive to me. Some of Soul's Titanfall props do the same thing (the neon bar signs)
[t]http://i.imgur.com/gJrDjD1.png[/t] All I did was remove the VMT garbage and add $phong. No issues.
What do you mean by vmt garbage?
Removed everything except: [CODE]// v1.01 //This file is auto-generated from reVaMpT. Edit at your own risk. "VertexLitGeneric" { "$basetexture" "models\weapons\r101_dmr\r101_dmr_col" "$bumpmap" "models\weapons\r101_dmr\r101_dmr_nml" "$envmap" "env_cubemap" "$envmapmask" "models\weapons\r101\r101_dmr_spc" "$phong" "1" "$phongbost" "1.5" "$selfillum" "1" "$selfillummask" "models\weapons\r101_dmr\r101_dmr_ilm" }[/CODE] They could be improved more from there.
I'll give it a shot. Do you think you could compile the giant railgun from outpost 207. I'd do it myself but I don't have sfm and it has to many bones to compile to gmod. (It's located in the weapons folder)
SFM is still free. :v:
[QUOTE=Icy Fire;48591431]SFM is still free. :v:[/QUOTE] Sooo, I got sfm, and I'll do it later and upload it so we all can enjoy giant sci-fi artillery
So, I got a DMCA on my dropbox account today because of one of the weapon packs. Because of this, i'll be taking down the links to my Titanfall on Dropbox and Steam Workshop for the time being. Sorry about that. Edit: I took down the files on both Dropbox and Steam, so hopefully Dropbox should restore my links hopefully in a few days. I might plan on releasing the packs on MEGA for those that still need them.
[QUOTE=liberalllama;48584482]I'll give it a shot. Do you think you could compile the giant railgun from outpost 207. I'd do it myself but I don't have sfm and it has to many bones to compile to gmod. (It's located in the weapons folder)[/QUOTE] You got me interested in importing it. It looks like lots of faces are missing when I import it into Blender. I'm not sure what I can do to fix it. [IMG]http://i.imgur.com/W5PY3pa.png[/IMG] Edit: I also wanted to show off that some animations actually import quite nicely: [URL="http://imgur.com/KmiNaQl"]http://imgur.com/KmiNaQl[/URL]
Could the missing parts for it perhaps be located in the model folder for the level?
[QUOTE=liberalllama;48633325]Could the missing parts for it perhaps be located in the model folder for the level?[/QUOTE] They could well be, but I wouldn't know which parts to get, let alone where they go on the model. I suppose we really just need the map importer up and running.
[t]http://i.imgur.com/QdQVdf9.png[/t] Started to redo the Pilots from scratch, making them more friendly to use in SFM and GMod.
[QUOTE=Soul_;48636412][t]http://i.imgur.com/QdQVdf9.png[/t] Started to redo the Pilots from scratch, making them more friendly to use in SFM and GMod.[/QUOTE] I have a feeling you worked way to long trying to pose that model exactly like the game artwork.
It really doesn't take that long to do.
Oh thank you. Say, if I wanted to mess with ragdolls, how would I go about that?
Well it depends on what you mean. I've been decompiling the models and renaming and reparenting the bones to get IK rigs working in SFM, followed by fixing up the materials.
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