TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
Hey everyone! I FINALLY got done with that Titanfall SFM I was making! I hope you all enjoy it!
[video=youtube;iEdxB9GOFaw]https://www.youtube.com/watch?v=iEdxB9GOFaw[/video]
I love it! Pretty much something the IMC would do. The stilted acting for timmy was icing on the cake.
[QUOTE=OD78891;51768534]Hey everyone! I FINALLY got done with that Titanfall SFM I was making! I hope you all enjoy it!
[video=youtube;iEdxB9GOFaw]https://www.youtube.com/watch?v=iEdxB9GOFaw[/video][/QUOTE]
Nice one, i have already dropped u a like
[QUOTE=OD78891;51768534]Hey everyone! I FINALLY got done with that Titanfall SFM I was making! I hope you all enjoy it!
[video=youtube;iEdxB9GOFaw]https://www.youtube.com/watch?v=iEdxB9GOFaw[/video][/QUOTE]
IMC are my favorite faction in the Titanfall Universe. I just love how Imperial and strong they are
[QUOTE=Atlas852;51688502]well this looks interesting
[IMG]http://i1.2pcdn.com/node14/image/article/201612/01/20161201034210a0ektm6qvdjeb8jm.jpg[/IMG]
its the free Korean version of Titanfall 1, from the looks of some gameplay its pretty much the same game but the titans work and look a bit differently plus the addition of a new titan, a new map and a weapon
apparently there was a beta for it, the main page says its coming soon but there appears to be a download for it already, i tried to download it but i get some prompt that doesn't get translated so i have no idea what it wants.
this could give us something to do until the .rpaks get figured out[/QUOTE]
the pop up says you can download after log in
[QUOTE=taz0;51776531]the pop up says you can download after log in[/QUOTE]
Maybe I missed something, but I made an account a few weeks ago, and it didn't let me download it.
[QUOTE=SMarioMan;51777054]Maybe I missed something, but I made an account a few weeks ago, and it didn't let me download it.[/QUOTE]
You can download only if you're selected for the closed beta, which is over now anyways. (there will be another one probably though)
I have a feeling T2 files would never get cracked due to the lack of healthy interest.
Has anyone poked cra0 about it lately?
[QUOTE=DP Films;51807500]I have a feeling T2 files would never get cracked due to the lack of healthy interest.[/QUOTE]
Sucks, I really like these titans a bit more than T1.
It's odd that DP Films said that, especially when people were quite interested in Titanfall II much more than the first Titanfall.
Hey, anyone really dislike the aesthetic changes in titanfall 2? Like, everything looks so sleek and idk, kind of generic. Titanfall 1 felt real and unique, idk
[QUOTE=Middle Rafale;51811052]It's odd that DP Films said that, especially when people were quite interested in Titanfall II much more than the first Titanfall.[/QUOTE]
I think he's talking about how PC population has a peak of around 2000 people a day now.
Ah, if that's the case, then it sounds like the hype for Titanfall II has died down it seems.
[QUOTE=DP Films;51807500]I have a feeling T2 files would never get cracked due to the lack of healthy interest.[/QUOTE]
Damn shame too. I'd do it myself if I knew how/someone pointed me in the general direction.
[QUOTE=skylortrexle;51811603]I think he's talking about how PC population has a peak of around 2000 people a day now.[/QUOTE]
Not really, what I mean there is not enough interest nor visible involvement from people who can crack the packages, and in general low interest in models from the community.
[QUOTE=OD78891;51812287]Damn shame too. I'd do it myself if I knew how/someone pointed me in the general direction.[/QUOTE]
Respawn used a different type of packages this time around *.starpak and *.rpak, that's where all assets are stored. They can be found under Titanfall2\r2\paks\Win64, that's all I know.
found something that may be of interest today
i decided to go digging through the internet to see if anyone else had/tried to crack the files, ended up finding 2 threads by cra0 both with similar posts:
"x64 assembly isn't really my strong suit so I might need a little help if anyone here wants to help. :)
Titanfall 2 has
*VPK
*RPAK
*STARPAK
VPK fileformat hasn't changed since TitanFall 1 it still uses the modifed Valve format with lzham
compression.
RPAK contains a header which has a string to the starpak that contains the contents of its data
0x67 bytes in.
image base: 0x7FEE2880000
sub_7FEE28831C0((__int64)&v43, 257i64, (__int64)"r2\\paks\\Win64\\%s", (__int64)v5);
is used to combine the paths to form a full path to the data
so for example.
paks\Win64\mp_homestead_loadscreen.rpak
contains starpak
paks\Win64\pc_all.starpak
sub_180008C80 inside rtech_game.dll loads the paks
dl: [url]http://cra0.net/rel/rtech_game.dll[/url]"
found here [url]http://forum.xentax.com/viewtopic.php?f=10&t=15407[/url] and here [url]http://zenhax.com/viewtopic.php?t=3461[/url]
So what does that mean for us? I'm sorry but I can't really follow what you posted too much but it seems to imply breakthru.
That was Cra0's post on Xentax about what he'd dug up on the game so far. As far as I'm really aware he was the only person who actually was looking into it and didn't immediately give up when it wasn't identical to the first. At this point I imagine we're only going to see rips if anything from Titanfall 2 unless Cra0 emerges from the shadows to bring us some fancy tools.
Hopefully he does. Those Phase Shift pilots will be worth the wait
So flipping through the previous pages it seems that maps from Titanfall 1 into SFM are just models with tons of errors?
Been recompiling and editing the textures from the pack and REALLY need a Training Ground'esque map for the next project.
-snip-
[video=youtube;6wMbcwB5MvM]https://www.youtube.com/watch?v=6wMbcwB5MvM&feature=youtu.be[/video]
Some rigging practice/fun with Atlas for the next project. Now onto Ogre and Stryder!
[QUOTE=OD78891;51853210][video=youtube;6wMbcwB5MvM]https://www.youtube.com/watch?v=6wMbcwB5MvM&feature=youtu.be[/video]
Some rigging practice/fun with Atlas for the next project. Now onto Ogre and Stryder![/QUOTE]
Dude, that looks amazing!
Hey guys! Does anyone know how to get the animations to work? I've been skimming the thread but I'm still lost. The animations just keep the model in the default pose or just stretch the limbs.
[QUOTE=FriendKiller9;51863456]Hey guys! Does anyone know how to get the animations to work? I've been skimming the thread but I'm still lost. The animations just keep the model in the default pose or just stretch the limbs.[/QUOTE]
Here's [URL="https://facepunch.com/showthread.php?t=1367767&p=47111352&viewfull=1#post47111352"]a link to my post [/URL]about the animations in this thread from a long time ago, hope it explains it all well enough.
[QUOTE=huntingrifle;51863723]Here's [URL="https://facepunch.com/showthread.php?t=1367767&p=47111352&viewfull=1#post47111352"]a link to my post [/URL]about the animations in this thread from a long time ago, hope it explains it all well enough.[/QUOTE]
Dude you're amazing! Thank you!
Edit: I was looking around in the .smd files and they have the same exact coordinates for each animation... I'm looking at the Ogre_mp_reactions_anims file to be exact.
Edit 2: Sorry for all the spammy looking posts, just really trying to get this to work. I've worked tirelessly on this trying to think of work-arounds to no avail. It seems a good portion of the Atlas animations in the Reactions and mp synced anims are the same exact coordinate values.
When Importing them into SFM, they either stay in one place or stretch out like there's no tomorrow. I mainly just want to get the titans working and players later...
Could the animations not being imported right be something to do with Crowbar?
If you look at what I explained in my post, some animations (mostly character ones) don't get decompiled properly. It's a matter of Crowbar adding support for that specific version of .mdl files, which I requested on the Crowbar Steam page quite a long while ago and there was no response.
The only way I've found to bypass this is to use the $includemodel command inside the .qc and recompile the model to a workable version of Source (IE: the Gmod branch). You can follow the instructions I had the my linked post.
[QUOTE=huntingrifle;51865886]If you look at what I explained in my post, some animations (mostly character ones) don't get decompiled properly. It's a matter of Crowbar adding support for that specific version of .mdl files, which I requested on the Crowbar Steam page quite a long while ago and there was no response.
The only way I've found to bypass this is to use the $includemodel command inside the .qc and recompile the model to a workable version of Source (IE: the Gmod branch). You can follow the instructions I had the my linked post.[/QUOTE]
The post that you linked doesn't bring anything new to the table, the animations for the weapons work great in engine without any extra steps (initial dx9 convertion is still required though). Don't want to sound pushy, it would be a lot better if you could explain the process for titans/pilots animations since they require a little more than recompiling.
[QUOTE=huntingrifle;51865886]If you look at what I explained in my post, some animations (mostly character ones) don't get decompiled properly. It's a matter of Crowbar adding support for that specific version of .mdl files, which I requested on the Crowbar Steam page quite a long while ago and there was no response.
The only way I've found to bypass this is to use the $includemodel command inside the .qc and recompile the model to a workable version of Source (IE: the Gmod branch). You can follow the instructions I had the my linked post.[/QUOTE]
I did read what you said, thing is I saw someone post a couple animations of the pilot and Titan sync animation. I tried using the same one and sadly either didn't work, they just kept the model in a t-pose or just glitch out horribly.
As DP Films posted above me, the weapons work amazing, but the characters would be better. If you could explain that steps in greater detail, that would be great.
If we had that I believe the porting community would grow as newbies like me could slightly contribute
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