TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
I'm writing up an explanation now, but I'm missing some important files so I have to re-download and re-extract the assets which will take a while, let's hope my 1Gbps internet connection works fast enough. I'll post again when I have it figured out.
EDIT: Getting 15MB/s, should be done downloading in 20 mins.
[QUOTE=huntingrifle;51867154]I'm writing up an explanation now, but I'm missing some important files so I have to re-download and re-extract the assets which will take a while, let's hope my 1Gbps internet connection works fast enough. I'll post again when I have it figured out.[/QUOTE]
Thank you!
Also, holy crap dude, I'm sure it is fast enough.
Edit: I can't wait to see your explanation! Hopefully this will help with the Titan animations :D
Alright, here's the best explanation I can give, here goes:
1. Assuming you have already extracted the models from the game and did the dx11 to dx8/dx9 conversion, you'll want to use Crowbar to decompile them. I made this easy by selecting the models folder and decompiling to a folder I called "decompile" and checked the "Folder for each model" box. Everything else should be default.
2. With this folder, let's say you want to add animations to the "models\humans\imc_pilot\male_br\imc_pilot_male_br. mdl". What you're going to want to do is go to the decompiled form of that file (models\decompiled\humans\imc_pilot\male_br\imc_pi lot_male_br\). Make a copy of the QC file and name it "imc_pilot_male_br2.qc", this is the one you're going to edit. Open it in a text editor.
3. Inside the folder where the imc_pilot_male_br2.qc is located, create a folder called "imc_pilot_male_br2_anims".
4. Let's say you want to import the B3 Wingman's sprint looping animation. Open a new explorer window and in it go to "models\decompiled\weapons\b3wing\ptpov_b3wing\ptpo v_b3wing_anims" and find the "sprint_seq.smd", and copy it to your "imc_pilot_male_br2_anims" that you made earlier.
5. Open up the B3 Wingman's QC (models\decompiled\weapons\b3wing\ptpov_b3wing\ptp ov_b3wing.qc) in a text editor. Inside, you'll find a section after all the $DefineBone commands that is the start of all the sequence animation commands. Find one titled "sprint_seq" and copy it's whole section. It should look like this:
[code]$Sequence "sprint_seq" {
"ptpov_b3wing_anims\sprint_seq.smd"
activity "ACT_VM_SPRINT" 1
fadein 0.2
fadeout 0.2
fps 30
loop
}[/code]
Paste this snippet of code into the imc_pilot_male_br2.qc that you should still have open, it should go right under all the $DefineBone commands. Note that in the snippet, there is the line
[code]"ptpov_b3wing_anims\sprint_seq.smd"[/code]
You have to change it to
[code]"imc_pilot_male_br2_anims\sprint_seq.smd"[/code]
What this does is point the QC to look for the sprint_seq.smd in the imc_pilot_male_br2_anims folder, which should be inside the same folder as your imc_pilot_male_br2.qc
(While you're here, you can also remove any instance of the $IncludeModel commands, they're useless).
6. Save the imc_pilot_male_br2.qc, and open up Crowbar's Compiler tab. Select your imc_pilot_male_br2.qc file and compile it (the newest Crowbar defaults to making a new folder named "compiled 0.38" which will be in the same folder as your imc_pilot_male_br2.qc).
7. Open up HLMV and import the model. You'll notice in the "Sequence" tab that you only have one animation: sprint_seq!
Here's some proof-of-concept (sorry for the large video resolution, I recorded it at native 1440p):
[quote][vid]https://zippy.gfycat.com/DangerousWelltodoBillygoat.webm[/vid][/quote]
Some things you'll have to note:
1. A lot of animation parts are missing, namely leg movements for most things (in my sprint_seq case, the animation only contained the arms moving).
1A. Some anims do have leg movements, like most of the ones in "models\decompiled\weapons\arms\". This is unfortunately the best we can do.
2. This only works on importing Weapon animations into Character models.
2A. The good news is that there are a lot of Weapon animations, so you have lots of options!
2B. You are also be able to use any animation on any character (Pilot Weapons anims on Titans, Titan Weapon anims on Grunts, etc), but it will 99 of the time break unless you're putting Titan animations of the Titans, or Pilot Animations of Pilots & Grunts.
I hope I explained it reasonably enough to follow. If you have any questions, ask away.
On a side note, ZeqMacaw saw my post on this thread and responded the the post I made on the Crowbar page, hopefully he can eventually come up with a true working solution that gets all character animations. Until then, please try to make do with what we have.
[QUOTE=huntingrifle;51867808]Alright, here's the best explanation I can give, here goes:[/quote]
You. Are. The. Best! You went above and beyond with this tutorial! I'll post on my results in a bit: :D
i got bored and decided to see what happens if i use ninja ripper on titanfall 2
i got a lot of things from doing so
got a good look at the textures (i haven't shown any because nearly ALL of them are min 4K resolution)
i know what we all mostly want buuuuuuut
lets not talk about the models
[img]http://i.imgur.com/CEpVvTa.png[/img]
not really sure what i'm looking at here
what i do know the UVs don't work and all the verts and polys appears to be squished into a giant flat square
[QUOTE=Atlas852;51868631]i got bored and decided to see what happens if i use ninja ripper on titanfall 2
i got a lot of things from doing so
got a good look at the textures (i haven't shown any because ALL of them are min 4K resolution)
i know what we all mostly want buuuuuuut
lets not talk about the models
[img]http://i.imgur.com/CEpVvTa.png[/img]
not really sure what i'm looking at here
what i do know the UVs don't work and everything appears to be squished into a small flat square[/QUOTE]
I don't think ninjaipper works anymore. At least from my experience anyway... Saw some people posting about how it's been discontinued and no longer works with newer games
Okay, so I've been messing with some motion capture files found online. It should just be as simple as converting them to .smd or .dmx via Blender and import them into the .QC file or into SFM... Right?
Seems like a work around while we wait for the ability to get all the in-game animations exported correctly.
[QUOTE=Atlas852;51868631]i got bored and decided to see what happens if i use ninja ripper on titanfall 2
i got a lot of things from doing so
got a good look at the textures (i haven't shown any because nearly ALL of them are min 4K resolution)
i know what we all mostly want buuuuuuut
lets not talk about the models
[img]http://i.imgur.com/CEpVvTa.png[/img]
not really sure what i'm looking at here
what i do know the UVs don't work and all the verts and polys appears to be squished into a giant flat square[/QUOTE]
Intel GPA works pretty well. I tested it a while back but gave up because:
1) I don't know of an easy way to export every single object at once. Cleanup is really easy, sorting through and exporting what could be hundreds of meshes (on the more modular levels) takes [I]forever[/I].
2) Weapons, characters, and some other things get squished into a mess and I never found intact versions of them.
pics:
[IMG]http://i.imgur.com/4qLHbO9.png[/IMG]
[IMG]http://i.imgur.com/G7QtmoW.png[/IMG]
seeing as i'm able to get the textures i decided to see what they did with the spectres
and as i thought its just a reskin
id hardly call it that though, the only differences i could find were the glow maps (and some slight changes to the base textures where the new glows would be)
[img]http://i.imgur.com/sBZEiQF.png[/img]
[img]http://i.imgur.com/rkoyVJQ.png[/img]
red lights still need a bit of improvement
Gen 10 spectre?That's some serious shit.
Anyone know if the Prime Titan skins are DLC or blocked by a paywall? If paywall then they should be in the files and more than likely to be ripped from the game along with the new executions.
[QUOTE=maddogsamurai;51878565]Anyone know if the Prime Titan skins are DLC or blocked by a paywall? If paywall then they should be in the files and more than likely to be ripped from the game along with the new executions.[/QUOTE]
Yes for both. But they can't be ripped because of new packaging system.
BTW, there are already new primes in the files
[video=youtube;B9PJvuuFTDE]https://www.youtube.com/watch?v=B9PJvuuFTDE&t=193s&ab_channel=MarioMan[/video]
actually you can get the entire model out, we just can't use them
some (not so) recent development by ZeqMacaw on updating crowbar to support mdl v53 he discovered that all the PHY, VTX, VVD files are all combined into the .mdl files, he has been able to decompile a model but he's still working on decompiling the built in animations
[url]http://steamcommunity.com/groups/CrowbarTool/discussions/0/282992499676543816/[/url]
Hopefully he will be able to get better results from the third person animations. Really glad he is still working on this!
[video=youtube;ECa_ESf-Ny8]https://www.youtube.com/watch?v=ECa_ESf-Ny8&feature=youtu.be[/video]
Some more rigging fun I did with the Stryder this time. Having issues with the Ogre but I'll have a test video of him sometime.
[video]https://youtu.be/KCG5xCkzcBg[/video]
I made a giant war machine dance.
The animation is NOT up to my standard, but I wasn't going to spend a few hours tweaking something I wasn't going to use.
[QUOTE=FriendKiller9;51899554][video]https://youtu.be/KCG5xCkzcBg[/video]
I made a giant war machine dance.
The animation is NOT up to my standard, but I wasn't going to spend a few hours tweaking something I wasn't going to use.[/QUOTE]
What do you use for mo-cap? It looks smooth.
[QUOTE=maddogsamurai;51902378]What do you use for mo-cap? It looks smooth.[/QUOTE]
I actually just downloaded a bunch of motion files from Mixamo and Animstreet!
They have a huge library of free captures. :D
[QUOTE=FriendKiller9;51903369]I actually just downloaded a bunch of motion files from Mixamo and Animstreet!
They have a huge library of free captures. :D[/QUOTE]
And it all works in Source? Huh, gonna try that one day.
[QUOTE=maddogsamurai;51903480]And it all works in Source? Huh, gonna try that one day.[/QUOTE]
You will need a bit of conversion and tinkering but it works well!
[editline]5th March 2017[/editline]
Hey guys! Any updates on extracting the maps? If not, is there some cheaty way to get them by using Intel GPA or something? I need a couple for SFM.
Also, I see OP is banned.. hopefully for not long.
cra0's banned for a month. So...
Kinda what you get for flaunting that type of stuff.
So i'm trying to delete the hud files in the VPK but when I do, the game fails to launch, saying something about not having a file in /engine
Am I doing it wrong? When I unpack the VPK, it fails to unpack quite a few things, and I'm thinking the engine is one of those failed things... Anyone have any ideas?
[QUOTE=FriendKiller9;51930339]So i'm trying to delete the hud files in the VPK but when I do, the game fails to launch, saying something about not having a file in /engine
Am I doing it wrong? When I unpack the VPK, it fails to unpack quite a few things, and I'm thinking the engine is one of those failed things... Anyone have any ideas?[/QUOTE]
You normally shouldn't delete things, just replace them. If you extract the HUD textures, color everything in as transparent and replace the files inside the VPK's, it *should* work.
I got it to extract correctly now. Deleting did cause a couple of issues. Going to make the entire HUD transparent like you said. I'll work on it tomorrow and leave an update when I'm done :)
Soooo, any idea on how to remove the floating player names? I removed every other text I need for what I need to do, but the player names are causing a problem to me. Are they server side? [IMG]https://puu.sh/uCVsV/428440c584.jpg[/IMG]
Sorry for the stupid amount of spam but...
[url]http://plays.tv/video/58d2a5177d90b60ea9/broken[/url]
Any idea on how to replace animations correctly? This is my result with each attempt of replacing the punch one. Just seems to become a broken Tpose
For exporting maps, I decided the easiest solution was to autohotkey a macro to loop through each object and export them.
select every object, go to the geometry tab, make sure when you export a model that you have it pointed to an empty folder you're wanting everything exported to
make a macro that does the following on loop (looping for the number of objects):
right clicks on the geometry window
moves the cursor over the correct export option (pressing down twice doesn't work for some reason)
click
send loop index
send enter
send tab 4 times
send down
send tab again
then you need to either wait long enough for larger models to be available, or do what i did and pixel check for the xyz axis to appear
once i finish testing my script today, i'll post it.
similarly idk of a quick way to merge all the obj files, so it might be best to make a macro for that too
EDIT:
here's the quick and dirty script I used
replace ___num of meshes____ with the number of meshes in the frame analyzer
replace the first ___x___ and ___y___ with a pixel coordinate located in the geometry window
replace the second ___x___ and ___y___ with coordinates about 5 px and 66ish px away[varies by monitor resolution]. (example, if the first click was 1250, 344, the second is 1255, 400)
and replace the last ___x___ and ___y___ with the coordinates where the red axis arrow would be in the geometry tab.
I used pulover macro creator to identify the pixel's coordinate, but i bet there's plenty of other easy ways to find it
so yeah, replace those values and put the text in a txt file saving it as .ahk. install autohotkey to run it.
select every object, go to the geometry tab, make sure when you export a model that you have it pointed to an empty folder you're wanting everything exported to
then PRESS THE U KEY and it will begin taking over your computer for the duration of the conversion.
I then used the first batch obj merge tool i could find for 3dsmax, seems to work fine. heres angel city (with the godrays and what i assume to be the skysphere removed) with the frame taken from about the center of the map
[IMG]https://i.imgur.com/EXWGRwI.png[/IMG]
#NoEnv
SetWorkingDir %A_ScriptDir%
CoordMode, Mouse, Window
SendMode Input
#SingleInstance Force
SetTitleMatchMode 2
#WinActivateForce
SetControlDelay 1
SetWinDelay 0
SetKeyDelay -1
SetMouseDelay -1
SetBatchLines -1
u::
Macro1:
Loop, ___num of meshes____
{
Click, ___x___, __y___, 0
Sleep, 200
Click, Right, 1
Sleep, 200
DllCall("SetCursorPos", int, ___x___, int, ___y___)
Sleep, 200
Click, Left, 1
Sleep, 500
SendRaw %A_Index%
Sleep, 200
Send, {Enter}
Sleep, 200
Send, {Tab}
Sleep, 200
Send, {Tab}
Sleep, 200
Send, {Tab}
Sleep, 200
Send, {Tab}
Sleep, 200
Send, {Down}
Sleep, 200
Send, {Tab}
Loop
{
CoordMode, Pixel, Window
PixelSearch, FoundX, FoundY, __x___, ___y___, __x___, __y___, 0xFF0000, 0, Fast RGB
If ErrorLevel
Break
}
Until ErrorLevel = 0
Sleep, 1000
}
Return
DOUBLE EDIT:
after trying to import angelcity into ue4, i noticed there's problems with the normals and theres missing meshes. this appears to be because of the script skipping a few and some meshes just weren't available in the frame.
theres also a big ol crane that's normally outside of the map but when imported it's in the middle of the city, so idk why it's not in the right place
Titanfall Online is having another beta, signups last until April 2nd. well i think, the signup page happens to be made up entirely of images so nothing gets translated
[QUOTE=meleemaster500;52024332]For exporting maps, I decided the easiest solution was to autohotkey a macro to loop through each object and export them.
[/QUOTE]
If you can get this to work with textures, you might of just saved us all! <3
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