TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=Andres69com;50598778]The Atlas model is out in the Workshop :/ [url]http://steamcommunity.com/sharedfiles/filedetails/?id=710825423&searchtext=[/url][/QUOTE]
And? It's a poor XNALara port.
Just because something's already been ported, doesn't mean someone else can't port it and do a better job.
[QUOTE=Atlas852;50597682]almost done regarding an SFM release
[img]http://i.imgur.com/AXiY8WJ.jpg[/img]
the atlas still needs a bit of work[/QUOTE]
Sweet! Finally the wait is nearly over!
Question though; the one Titanfall pack that I got from here: [url]https://dl.dropboxusercontent.com/u/16349584/Titanfall%20Titans.rar[/url]
Had these hatch and cockpit textures missing for all three titans:
[t]http://i.imgur.com/rzSPgi9.png[/t]
[T]http://i.imgur.com/FCG8eZn.png[/T]
[T]http://i.imgur.com/VALDzQh.png[/T]
Were these just a WiP thing, or were some of the materials missing on handout? What were the names of the textures?
[QUOTE=huntingrifle;50592031]OBJ files don't have bones or skeletons, so effectively you're removing them when you export to OBJ. Try other formats like FBX.[/QUOTE]
Ok THX I will give it a try :D
So Titanfall 2 still runs on the modified Source engine. I might pick up this project again when it releases.
Hi :D Ok so I have managed to Rig and Weight this Pilot in Cinema 4D since i could not get the original Rig to work in C4D. I also made a very short Animation test :P Tell me what you think, I am preparing to make a little video with these Models, something along the lines of what Playfight did, but clearly not as good as that :D Also I am having trouble with the Fringe of the Pilot, the Normal map is not making the Fringe look all torn up, you can see that it is just a solid form of sorts if you look closely in the Picture I linked. One more thing, does anyone know how can I make the Helmets Visor Light up?
[url]https://www.youtube.com/watch?v=foNN5wjUXBk&feature=youtu.be[/url]
[url]http://imgur.com/J6aU11V[/url]
[QUOTE=cra0kalo;50608356]So Titanfall 2 still runs on the modified Source engine. I might pick up this project again when it releases.[/QUOTE]
:what:
I thought it was UE4????
Edit: Well i'll be damned.
[url]https://en.wikipedia.org/wiki/Titanfall_2[/url]
Lists Source as engine used. Wow.
[QUOTE=nomad1;50626999]:what:
I thought it was UE4????
Edit: Well i'll be damned.
[url]https://en.wikipedia.org/wiki/Titanfall_2[/url]
Lists Source as engine used. Wow.[/QUOTE]
It is Source, but it's been so heavily modified at this point that it's practically its own engine.
I wonder if I can still run it...
[QUOTE=Andres69com;50598778]The Atlas model is out in the Workshop :/ [url]http://steamcommunity.com/sharedfiles/filedetails/?id=710825423&searchtext=[/url][/QUOTE]
Thanks Andres! Any chance of getting the Titan weapons?
[QUOTE=parttimegamer;50691053]Thanks Andres! Any chance of getting the Titan weapons?[/QUOTE]
In what Format do you need the weapons? I have the XO-16 in OBJ......
Hey guys!
I've been following the extraction work of the members here for quite some time. Used to rip some models successfully but recently I've gotten back into it with the sequel on the horizon.
I've been following an old extraction procedure I wrote down way back when to get SFMs into FBX for use in Maya. For some reason the UVs don't appear to be coming over correctly. Any ideas on what I'm doing wrong here? Appreciating any input, thanks all!
[IMG]http://i68.tinypic.com/21c5jxc.png[/IMG]
And this is what the UVs for the body/gear is coming through as:
[IMG]http://i66.tinypic.com/2ms4qav.png[/IMG]
For some reason the head unwrapped perfectly fine, but everything else is a shocking mess. Last I worked this process, I had no issue with the body UVs.
[QUOTE=Iggorr25;50698702]In what Format do you need the weapons? I have the XO-16 in OBJ......[/QUOTE]
HI Iggorr, OBJ is fine!
[QUOTE=parttimegamer;50731368]HI Iggorr, OBJ is fine![/QUOTE]
Hi parttimegamer, Ok so I made a folder with a few files in it, the OBJ, Textures, a Cinema 4D file and a Blender file. Feel free to see which you will like and use. I also added a video in the Folder that last for about 17 minutes...... it is a boring video but it explains a few thing that you might want to know. If anyone wants to download this file feel free to do so.
The download Link: [url]https://www.dropbox.com/s/2hihidtby9a357n/XO-16%20Animatable.rar?dl=0[/url]
IMAGE: [url]http://imgur.com/a/ieey2[/url]
[QUOTE=Stiffy360;44272636]Here are the spectre.
THESE ARE [I][U][B]RAW[/B][/U][/I] FILES, BUT THEY DO INCLUDE COMPILED MODELS!
THIS ARCHIVE IS 200MB UNCOMPRESSED!
[URL="https://dl.dropboxusercontent.com/u/58989379/spectre.7z"]https://dl.dropboxusercontent.com/u/58989379/spectre.7z[/URL][/QUOTE]
sorry the download link is down any chance you could fix it
i really want to make a pdo pepakura helmet of the specter cheers :)
[QUOTE=Iggorr25;50745379]Hi parttimegamer, Ok so I made a folder with a few files in it, the OBJ, Textures, a Cinema 4D file and a Blender file. Feel free to see which you will like and use. I also added a video in the Folder that last for about 17 minutes...... it is a boring video but it explains a few thing that you might want to know. If anyone wants to download this file feel free to do so.
The download Link: [url]https://www.dropbox.com/s/2hihidtby9a357n/XO-16%20Animatable.rar?dl=0[/url]
IMAGE: [url]http://imgur.com/a/ieey2[/url][/QUOTE]
Iggorr, thanks a lot! Very kind of you to provide the textures and Blend files in addition to the OBJ :-)
[QUOTE=parttimegamer;50770822]Iggorr, thanks a lot! Very kind of you to provide the textures and Blend files in addition to the OBJ :-)[/QUOTE]
No problem :D I hope you make sense of it all :D
Has anyone had any luck with extracting the original animations. I tried using crowbar but when loading the smd files into blender or 3ds max all I get are blank 30 frame animations.
[QUOTE=cpone;50777248]Has anyone had any luck with extracting the original animations. I tried using crowbar but when loading the smd files into blender or 3ds max all I get are blank 30 frame animations.[/QUOTE]
In order to be able to use the Decompiled files in Blender you need to Import them in Blender with the Steam plugin for importing files like that, the Blender Source Tools. Get it here and also install it by following the instructions on this page:
[url]https://developer.valvesoftware.com/wiki/Blender_Source_Tools[/url]
[QUOTE=Iggorr25;50779243]In order to be able to use the Decompiled files in Blender you need to Import them in Blender with the Steam plugin for importing files like that, the Blender Source Tools. Get it here and also install it by following the instructions on this page:
[url]https://developer.valvesoftware.com/wiki/Blender_Source_Tools[/url][/QUOTE]
That's what I've been doing but the animations still don't import.
[QUOTE=cpone;50783693]That's what I've been doing but the animations still don't import.[/QUOTE]
hmmm strange they import just fine for me, and Crowbar decompiled them successfully?
[QUOTE=Iggorr25;50784777]hmmm strange they import just fine for me, and Crowbar decompiled them successfully?[/QUOTE] Yup no errors on crowbars end.
[QUOTE=cpone;50785007]Yup no errors on crowbars end.[/QUOTE]
Maybe you are not using the Newest version of Blender?
[QUOTE=Iggorr25;50785095]Maybe you are not using the Newest version of Blender?[/QUOTE]
I'm using the one I can get through steam is that one not updated to the latest version?
[QUOTE=cpone;50785698]I'm using the one I can get through steam is that one not updated to the latest version?[/QUOTE]
I do not know, it has to be at least version 2.74 or higher.....
I'm using 2.77 and still no luck with the animations.
Firstly, make sure you have the latest version of Crowbar when decompiling.
Secondly, make sure you follow the fix mentioned in the OP regarding dxt files (some people say the fix isn't necessary, while others like myself needed to do it for things to work).
Lastly, make sure to decompile with the Source SDK Multiplayer 2013. If that doesn't work, you can try using Cra0's hacked studiomdl.
If you need to install Cra0's decompiler, download it from [URL="http://dev.cra0kalo.com/?p=21"]here[/URL], then choose the versions with the libraries included. Copy the files over to where your studiomdl is normally located (typically Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin) and overwrite all files. You also have to set both Crowbar and studiomdl to run as Administrator.
I did everything you said and the animations still don't import properly and just leave 30 frames of motionless bones.
[QUOTE=cpone;50809951]I did everything you said and the animations still don't import properly and just leave 30 frames of motionless bones.[/QUOTE]
You can open the animation mdls with the valve maya plugin that ships with Source Filmmaker. Rantis made a py script which can automatically export all animations from an mdl look around.
Hi :D Working on some animations with the Titans, also trying to ad some more details to then to make those animations more realistic :D Here is how the Hip Pistons for the Stryder will look when I am done :D
[url]http://imgur.com/a/aPTE7[/url]
-snip-
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