• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
still think it was the same thing for the beta. if you noticed when you tried to change the texture resolution in the beta it was locked, or at least it was for me. seemed like the textures were locked to high res, rather than the "insane" that was an option in the menu
[QUOTE=LZTYBRN;44028318]still think it was the same thing for the beta. if you noticed when you tried to change the texture resolution in the beta it was locked, or at least it was for me. seemed like the textures were locked to high res, rather than the "insane" that was an option in the menu[/QUOTE] I doubt a game like this will have higher resolution textures, 2048^2 is already quite high (this for the viewhands, it's 1024^2 on weapons and 512^2 on pistols, pretty much how call of duty did)
[QUOTE=jediyoshi;44027019]Trying out the pilots. These bodygroups are going to kill me. They also come out weirdly underlit for some reason. [img]http://i.imgur.com/3QvVibG.png[/img] [/QUOTE] can you release the raws
[QUOTE=iKonakona;44024630]I think one of the goals of the engine was to make it run at decent framerates on lots of different spec computers. Not everyone can have an awesome gaming machine to play BF4 on ultra, but a lot of people can enjoy CS:GO, TF2, and Dota2 even on laptops. I'm expecting Source games to run pretty well even on Steam machines.[/QUOTE] One of the reasons was guaranteed 60FPS on next gen, and it also has reliable networking.
[QUOTE=se7en2;44028497]I doubt a game like this will have higher resolution textures, 2048^2 is already quite high (this for the viewhands, it's 1024^2 on weapons and 512^2 on pistols, pretty much how call of duty did)[/QUOTE] ah yep that's true, just looked up a comparison article. who knows though, if the game is like tf2 where you can import custom skins and textures for the in-game models, maybe someone will go through the effort of doubling them to 4096, 1024, etc etc
I've created a half-functioning IK-rig for the titans if anyone wants to finish it. The upper half of the body works, the lower one doesn't. [code] boneRoot = sfmUtils.FindFirstDag( [ "jx_c_delta" ], True ) bonePelvis = sfmUtils.FindFirstDag( [ "def_c_spineA", "Bip01_Pelvis", "bip_pelvis" ], True ) boneSpine0 = sfmUtils.FindFirstDag( [ "def_c_spineB", "Bip01_Spine", "bip_spine_0" ], True ) boneSpine1 = sfmUtils.FindFirstDag( [ "def_c_spineC", "Bip01_Spine1", "bip_spine_1" ], True ) boneSpine2 = sfmUtils.FindFirstDag( [ "def_c_spineC", "Bip01_Spine2", "bip_spine_2" ], True ) boneSpine3 = sfmUtils.FindFirstDag( [ "def_c_neckA", "Bip01_Spine3", "bip_spine_3", "ValveBiped.Bip01_Spine4" ], True ) boneNeck = sfmUtils.FindFirstDag( [ "def_c_neckA", "Bip01_Neck", "bip_neck_0", "bip_neck", "ValveBiped.Bip01_Neck1" ], True ) boneHead = sfmUtils.FindFirstDag( [ "def_c_head", "Bip01_Head", "bip_head", "ValveBiped.Bip01_Head1" ], True ) boneUpperLegR = sfmUtils.FindFirstDag( [ "def_r_thigh", "Bip01_R_Thigh", "bip_hip_R" ], True ) boneLowerLegR = sfmUtils.FindFirstDag( [ "def_r_knee", "Bip01_R_Calf", "bip_knee_R" ], True ) boneFootR = sfmUtils.FindFirstDag( [ "def_r_ankle", "Bip01_R_Foot", "bip_foot_R" ], True ) boneToeR = sfmUtils.FindFirstDag( [ "def_r_ball", "Bip01_R_Toe0", "bip_toe_R" ], True ) boneCollarR = sfmUtils.FindFirstDag( [ "def_r_clav", "Bip01_R_Clavicle", "bip_collar_R" ], True ) boneUpperArmR = sfmUtils.FindFirstDag( [ "def_r_shoulderMid", "Bip01_R_UpperArm", "bip_upperArm_R" ], True ) boneLowerArmR = sfmUtils.FindFirstDag( [ "def_r_elbow", "Bip01_R_Forearm", "bip_lowerArm_R" ], True ) boneHandR = sfmUtils.FindFirstDag( [ "def_r_wrist", "Bip01_R_Hand", "bip_hand_R" ], True ) boneUpperLegL = sfmUtils.FindFirstDag( [ "def_l_thigh", "Bip01_L_Thigh", "bip_hip_L" ], True ) boneLowerLegL = sfmUtils.FindFirstDag( [ "def_l_knee", "Bip01_L_Calf", "bip_knee_L" ], True ) boneFootL = sfmUtils.FindFirstDag( [ "def_l_ankle", "Bip01_L_Foot", "bip_foot_L" ], True ) boneToeL = sfmUtils.FindFirstDag( [ "def_l_ball", "Bip01_L_Toe0", "bip_toe_L" ], True ) boneCollarL = sfmUtils.FindFirstDag( [ "def_l_clav", "Bip01_L_Clavicle", "bip_collar_L" ], True ) boneUpperArmL = sfmUtils.FindFirstDag( [ "def_l_shoulderMid", "Bip01_L_UpperArm", "bip_upperArm_L" ], True ) boneLowerArmL = sfmUtils.FindFirstDag( [ "def_l_elbow", "Bip01_L_Forearm", "bip_lowerArm_L" ], True ) boneHandL = sfmUtils.FindFirstDag( [ "def_l_wrist", "Bip01_L_Hand", "bip_hand_L" ], True ) [/code]
Anyone been able to export the IMC grunt captain, whenever I try i get an error and it only exports the bones..., his model seems to be tearing in gmod (along with others) So far the models that tear in gmod are: IMC captain MCOR grunt BR MCOR grunt Captain MCOR Pilot BR MCOR Pilot DM female Pilot BR Could someone try their luck with exporting these?
[QUOTE=speedemon;44036484]Anyone been able to export the IMC grunt captain, whenever I try i get an error and it only exports the bones..., his model seems to be tearing in gmod (along with others) So far the models that tear in gmod are: IMC captain MCOR grunt BR MCOR grunt Captain MCOR Pilot BR MCOR Pilot DM female Pilot BR Could someone try their luck with exporting these?[/QUOTE] I did notice that some of the models have reversed and messed up bones that could be the problem, for 1 i am really sure of is the MCOR Pilot BR i guess we will have to wait on crowbar support.
How are you guys managing to convert .mdl to a format readable by max/other DCC tools? I cant find any working converter for the actual geometry.
the program you're looking for is called crowbar it converts MDLs to a SMD format google "blender smd plug-in", install it into blender, and import SMDs using that re-export as your desired file-type from blender
[QUOTE=RedHawk117;44036896]How are you guys managing to convert .mdl to a format readable by max/other DCC tools? I cant find any working converter for the actual geometry.[/QUOTE] [url]http://steamcommunity.com/groups/CrowbarTool[/url]
why does this remind me of the scene from the beginning of dead space 2.. [video=youtube;ARuZH1KSjrk]http://www.youtube.com/watch?feature=player_detailpage&v=ARuZH1KSjrk[/video]
[QUOTE=Sam Za Nemesis;44037080]Looking at the ActTables these playermodels are using the standard Source Engine MP animations list for the most part, if you can get animations working for other branches of the engine you could just put the model there and they'd work even with a different biped compared to valvebiped Also even they were fed up with VTF and VMT editing manually so they made a tool called reVaMpT that converts vtfs and generates a vmt automatically from export it seems [editline]25th February 2014[/editline] [IMG]http://image.noelshack.com/fichiers/2014/09/1393300245-hlmv-2014-02-25-00-48-44-36.gif[/IMG][/QUOTE] should be postal's new avatar -update- working on improving UI and VTF2TGA as requested by some of you
[QUOTE=Corra_Ashu;44036498]I did notice that some of the models have reversed and messed up bones that could be the problem, for 1 i am really sure of is the MCOR Pilot BR i guess we will have to wait on crowbar support.[/QUOTE] I managed to decompile the IMC captain and recompile however the collision smd has nothing in the phy section so it showed up as an effect in gmod, I'm found a way to avoid that but crowbar doesn't like the textures so it just ends up pink and black, if someone manages to convert the textures to 7.4 I'm sure I can get it working, otherwise waiting for crowbar it is.
Their current collisions suck anyway. Better to have someone build new collisions for them than to bother trying to use them as they are currently.
Updates! [IMG]https://dl.dropboxusercontent.com/u/10798900/staging/store/push/2014-02-25_23-22-02.gif[/IMG] As requested by Rantis and Wraithcat Other stuff [code] 2.2 -Fixed UI issues with root folders not displaying it's child folder content -Fixed issue with extraction of single item not displaying output folder dialogbox -UI speed improvements -Updated ATI2Normal tool to export to TGA (thanks to Master131) [/code] As always help>checkforupdates if that doesn't work [url]http://cra0kalo.com/public/Titanfall_VPKTool2.2.zip[/url] Happy to take requests for now will work on sound extraction
[QUOTE=lonefirewarrior;44040385]Their current collisions suck anyway. Better to have someone build new collisions for them than to bother trying to use them as they are currently.[/QUOTE] You can change the axis restrictions for the joints in the QC file (to make them more flexible) but without the collision smd the compile wont have a .phy (adding one there doesn't work the .mdl must point to it or something)
I'm not talking about axis restrictions. I'm talking about not being able to move their shoulders, necks and having a rigid spine. All of which is important if you want to make a natural pose and not something that looks retarded.
[QUOTE=lonefirewarrior;44040665]I'm not talking about axis restrictions. I'm talking about not being able to move their shoulders, necks and having a rigid spine. All of which is important if you want to make a natural pose and not something that looks retarded.[/QUOTE] True, the axis will only control how far on the x,y,z axis each join can pivot but if the collision model is in the way it will prevent it anyways, might have to be put on new bones, someone who's better at this sort of thing would know On a side not I got all the male pilot's and grunts working [IMG]https://photos-2.dropbox.com/t/0/AABnTieQCKwbIOReDBUtTha3CyBjFuFa2F8ilEGoEWjkHQ/12/271412837/jpeg/1024x768/3/1393340400/0/2/2014-02-25_00003.jpg/22HB_H7SHdMMow_Y4XPV2xgfpC0-gEGtv1J_qvmv0Kk[/IMG]
Yes
[QUOTE=Sam Za Nemesis;44041421]I can make it avatar sized if anyone really cares[/QUOTE] Do it. Then send it to postal.
[t]https://dl.dropboxusercontent.com/u/16349584/titan%20hud%20interior.png[/t] I found the atlas hud interior model, I got to fix the obvious texture uv mapping error on it though. Would you guys like the FP hands model to be rigged onto this as well?
Possible for someone to release the weapons with textures?
--- Possible for someone to release the weapons with textures? --- Yes
[QUOTE=Sam Za Nemesis;44051750][IMG]http://image.noelshack.com/fichiers/2014/09/1393400240-titanfall.gif[/IMG] Sorry for the cursor though[/QUOTE] mod av's are 125 wide by however tall you like, though I think some browsers trim a pixel or two off the right
time to watch my profile comments build up
[QUOTE=Sam Za Nemesis;44055500]Does a mod really want that as their avatar though..? [IMG]http://image.noelshack.com/fichiers/2014/09/1393434573-titanfallmod.gif[/IMG][IMG]http://image.noelshack.com/fichiers/2014/09/1393434573-postaltitanfall.gif[/IMG][img]http://image.noelshack.com/fichiers/2014/09/1393434785-titanfallmod2.gif[/img][/QUOTE] [IMG]http://facepunch.com/image.php?u=8190&dateline=1390708316[/IMG] we're talking about a mod that has this as their avatar so anything is possible [editline]26th February 2014[/editline] that gif with bans shooting out of his mouth is in 4/4ths time
[QUOTE=nomad1;44052014][t]https://dl.dropboxusercontent.com/u/16349584/titan%20hud%20interior.png[/t] I found the atlas hud interior model, I got to fix the obvious texture uv mapping error on it though. Would you guys like the FP hands model to be rigged onto this as well?[/QUOTE] tell me one thing are those lines on the atlas screen are they mesh or texture? and can you release raw?
[QUOTE=Sam Za Nemesis;44056007]They're a mesh and there's a dynamic texture right behind it, and it's welded to the panel[/QUOTE] all mesh good to hear.
[QUOTE=se7en2;44010660]I exported the mdls with both cannonfodder's studiocompiler to export the animations and crowbar to export the dmx's (models and such), animations that are less than 100 will come out perfectly, everything above that will break eventually, waiting for crowbar 0.13 :D[/QUOTE] "Good news, everyone!" (I've been wanting to use that Futurama quote for a long while.) :P I have Crowbar decompiling the "imc_villain_blisk.mdl" with its animations -- 63 of them with *all* of the frames intact (at least, based on spot-checking many frames through several of the anims in Blender). Even the massive 20 mb one seems to have all of its frames decompiled correctly. I'd show images, but I must get back to getting this release ready for the public. This should mean other models will also decompile with anims properly. If you want to test decompiling models with the current dev version of Crowbar, please enter the Crowbar chat room and request it, and I'll give you the link. :)
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