TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
31k, but that's without the damage bodygroups, so it's probably going to be closer to 70k.
Got the critical hit points to more or less look like they do in game.
[URL="http://puu.sh/s7UUN/dc1be98356.gif"]gif is sorta big[/URL]
not Soul's release or anything, their materials are probably gonna turn out way better than mine. Just dicking around with materials.
Are the animations for the titans and the pilots still gonna work?
[QUOTE=maddogsamurai;51315826]Are the animations for the titans and the pilots still gonna work?[/QUOTE]
They should in theory. As far as I can recall, the models just need some recompiling and .QC edits to function properly in GMod (as well as SFM most likely, but I'm not entirely familiar with SFM's ins and outs), so getting the animations to work as well should be fairly simple.
[QUOTE=Katra804;51315859]They should in theory. As far as I can recall, the models just need some recompiling and .QC edits to function properly in GMod (as well as SFM most likely, but I'm not entirely familiar with SFM's ins and outs), so getting the animations to work as well should be fairly simple.[/QUOTE]
Question is if they/we still have them after a couple years on hiatus.
[QUOTE=maddogsamurai;51315920]Question is if they/we still have them after a couple years on hiatus.[/QUOTE]
The archive I uploaded is still up and active, so they should still be available.
[QUOTE=maddogsamurai;51315826]Are the animations for the titans and the pilots still gonna work?[/QUOTE]
I can confirm that simply recompiling with some QC edits allows you to use all the necessary animations.
[t]https://my.mixtape.moe/atnfdj.jpg[/t]
More progress.
Will be these be available in Gmod eventually?
No.
Where are you releasing them on then?
They're for SFM. They'll be released when I've done Stryder and Ogre along with the rest of the titan weapons.
Just add a collision mesh, compile with the SFM compiler, and then you can release it on both.
This way we won't have to bring them to gmod by ourselves.
Yeah, no. Sorry. I'm not going through extra steps to put it out on something I don't use.
Seems like we will have to do it then.
That won't be an issue since Soul have provided source files in the past for people who want to convert his stuff for Garry's Mod.
Models originally come with phy files, shouldn't be big of deal, just put them in the same folder as your compiled models and give the proper name.
Will the phy be packed in though? Because that way we can just dump the stuff on gmod without having to worry about editing.
[QUOTE=Portugalotaku;51318949]Will the phy be packed in though? Because that way we can just dump the stuff on gmod without having to worry about editing.[/QUOTE]
Models, textures, and weapon sounds (I think some titan sounds as well, but I haven't checked in a long time) are included in the resource pack I uploaded. Aside from the massive amount of uncompressed voice files in multiple languages, there shouldn't be anything missing from the resource pack.
As a bit of a refresher, when you say your resource pack, you're talking about the one all the way on page 34? [url]https://facepunch.com/showthread.php?t=1367767&p=47810330&viewfull=1#post47810330[/url]
What's about IK rigs?
[QUOTE=maddogsamurai;51319059]As a bit of a refresher, when you say your resource pack, you're talking about the one all the way on page 34? [url]https://facepunch.com/showthread.php?t=1367767&p=47810330&viewfull=1#post47810330[/url][/QUOTE]
That is correct. As I said before, the download for it is still up, and the original .phy files should be included in the pack. As far as I can recall from past posts and previous workshop uploads, a simple recompile with a few minor edits to the .QC makes everything work properly for the model, so the .phy files included in the resource pack [I]should[/I] function just fine with the recompiled models, at least in theory. I haven't exactly tested that theory though, so it would be something I'd suggest giving a shot.
Thank you for that link mate.
I don't know about Pilots and Titans, but the animations for the giant railguns worked fine in crowbar (even though half the model is missing)
[QUOTE=liberalllama;51320495]I don't know about Pilots and Titans, but the animations for the giant railguns worked fine in crowbar (even though half the model is missing)[/QUOTE]
I assume you're referring to the view models, in which case half of the model missing actually has nothing to do with Crowbar. Some of the models have missing faces in general for optimization purposes, which is actually a common practice in game development anymore.
[QUOTE=Katra804;51320539]I assume you're referring to the view models, in which case half of the model missing actually has nothing to do with Crowbar. Some of the models have missing faces in general for optimization purposes, which is actually a common practice in game development anymore.[/QUOTE]
No, I was talking about the giant railguns you can run around on
[QUOTE=Katra804;51320539]I assume you're referring to the view models, in which case half of the model missing actually has nothing to do with Crowbar. Some of the models have missing faces in general for optimization purposes, which is actually a common practice in game development anymore.[/QUOTE]
A practice which is thankfully falling out of use.
For the record animations that are baked inside of a model work perfectly fine. Turrets, aircraft, wildlife, viewmodels etc. The problems are only with models that use external animation packs (titans, pilots).
That's such a disappointing thing when it comes to using these models in SFM. Maybe if someone can crack these packages open we would be able to use them.
[QUOTE=Katra804;51319269]That is correct. As I said before, the download for it is still up, and the original .phy files should be included in the pack. As far as I can recall from past posts and previous workshop uploads, a simple recompile with a few minor edits to the .QC makes everything work properly for the model, so the .phy files included in the resource pack [I]should[/I] function just fine with the recompiled models, at least in theory. I haven't exactly tested that theory though, so it would be something I'd suggest giving a shot.[/QUOTE]
I am having an issue converting the MDL files using Noesis, Any ideas as to why this is?
You shouldn't be doing that. Decompile them with crowbar to get the .smd files.
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