TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=Middle Rafale;52140114]Well, I see you quite clearly just fine sir.[/QUOTE]
ayyyyyyyyyyyyyyyyyyyyyyyyy
wow awesome work mate
[QUOTE=luxox_18;52139102][B]Richter[/B]
[IMG]http://www.mediafire.com/convkey/5a59/un1z3z0fp48b2c2bg.jpg[/IMG]
[/QUOTE]
[QUOTE=luxox_18;52139102]
I've not tested the weapon models, I don't know if are easy to extract or no.[/QUOTE]
I'll sit tight for now then, thanks. Keep it up either way, a sudden burst of progress like this is great to see.
Would we be able to see a Phase Shift model soon?
when can you extract the spicy bois? i need to 3d print spicy bois.
NOW!!!
[QUOTE=ehb5643;52146665]when can you extract the spicy bois? i need to 3d print spicy bois.
NOW!!![/QUOTE]
is that an order or what?
[QUOTE=luxox_18;52147232]is that an order or what?[/QUOTE]
That's what they call ticks on subreddit. Don't ask..
[B]Stim Pilot[/B]
[IMG]http://www.mediafire.com/convkey/f7c2/u3edtfjq9nctfm1bg.jpg[/IMG]
[B]Not possible to share due a request of EA/Respawn Entertainment[/B]
That moment when robots can even be amputees in the TitanFall universe.
Great to see that some of the multiplayer models can be ported. Would love to see the Holopilot or Kane if they can be ported.
[QUOTE=luxox_18;52155308][B]Stim Pilot[/B]
[IMG]http://www.mediafire.com/convkey/f7c2/u3edtfjq9nctfm1bg.jpg[/IMG]
Alright, Now that's awesome, I still can't wait to see My baby *cough* Phase Shift *cough*
[QUOTE=Corra_Ashu;52155398]That moment when robots can even be amputees in the TitanFall universe.[/QUOTE]
Actually, I suspect the design is mainly to be affordable. Compared to complex foot mechanisms, springblades accomplish much for less. They are good for moving quickly, and are relatively easy to replace [I]today[/I], so one could only begin to fathom how affordable they may be with spacefuture technology and engineering.
Source: Compare the costs of springblades against the costs of fully articulated robotic feet.
[url]https://sfmlab.com/item/1929/[/url]
My ports of the original three Titans, for anyone who hasn't nabbed them yet.
Do the titans please!
You're the man luxox!
Luxox could you by any chance rip the fp arms for the holopilot and stim pilot?
luxox_18
Think you could make a guide on how you do it? it could allow us to get more stuff out quicker along with other stuff that isn't in the trial.
[QUOTE=Atlas852;52160336]luxox_18
Think you could make a guide on how you do it? it could allow us to get more stuff out quicker along with other stuff that isn't in the trial.[/QUOTE]
hex2obj for models with no lod meshes.
hex2obj+ram dump+intelgpa+ninjaripper in models with lod meshes.
if you want to try to extract models read the respective tutorial of hex2obj in xentax forum.
Then take the original mdl file extracted with the VPK tool by Cra0 and locate the highest lod of the mesh using the pointcloud option. in that mdl file, copy a vertex section (10 bytes apporx is necessary) and search them in the ram dump. then copy the entire section of the model and create a new file. analize that file in hex2obj and export the mesh.
then execute frameanalizer from IntelGPA with ninjaripper and capture the respective UV of the model.
import that model in 3ds max and save the uv data, then load the uv to the exported mesh from hex2obj
the vertex section in the mdl start with the string IDSV (some bytes after), the vertex size is 48 and all faces start with pattern 00 00 01 00 02. (all meshes are merged. for locate the meshes after the first model, you must calculate the -" number of vertices * 48 (vertex size)" , then convert the number to hex and add that number to the vertex start address in hexadecimal, this will give you the start address of the vertices of the next submesh)
the dumped models of ram doesn't have uvs and the vertex size is 40. use the faces from the original mdl for save time.
if you don't understandis because you don't have the enough knowledge and/or experience, sorry.
also, sincerely I recommend to wait for a decompiler.
[QUOTE=luxox_18;52162303]hex2obj for models with no lod meshes.
hex2obj+ram dump+intelgpa+ninjaripper in models with lod meshes.
if you want to try to extract models read the respective tutorial of hex2obj in xentax forum.
Then take the original mdl file extracted with the VPK tool by Cra0 and locate the highest lod of the mesh using the pointcloud option. in that mdl file, copy a vertex section (10 bytes apporx is necessary) and search them in the ram dump. then copy the entire section of the model and create a new file. analize that file in hex2obj and export the mesh.
then execute frameanalizer from IntelGPA with ninjaripper and capture the respective UV of the model.
import that model in 3ds max and save the uv data, then load the uv to the exported mesh from hex2obj
the vertex section in the mdl start with the string IDSV (some bytes after), the vertex size is 48 and all faces start with pattern 00 00 01 00 02. (all meshes are merged. for locate the meshes after the first model, you must calculate the -" number of vertices * 48 (vertex size)" , then convert the number to hex and add that number to the vertex start address in hexadecimal, this will give you the start address of the vertices of the next submesh)
the dumped models of ram doesn't have uvs and the vertex size is 40. use the faces from the original mdl for save time.
if you don't understandis because you don't have the enough knowledge and/or experience, sorry.
also, sincerely I recommend to wait for a decompiler.[/QUOTE]
Thank you for this. While it may not necessarily make sense to some, it still may be of use to others, giving a chance for models to be provided in greater number. Your guidance in this is appreciated.
So, I was messing around with Intel GPA and I kinda managed to get the models
[img]http://i.imgur.com/sDnhAyt.jpg[/img]
There's no mesh smoothing and the UVs are off by a bit.
[QUOTE=Atlas852;52197305]So, I was messing around with Intel GPA and I kinda managed to get the models
[img]http://i.imgur.com/sDnhAyt.jpg[/img]
There's no mesh smoothing and the UVs are off by a bit, it also doesn't really work with titans (or at least the Ion, I haven't tested the others yet)[/QUOTE]
Hey that's pretty good progress! Why do textures look low quality?
[QUOTE=DP Films;52197315]Hey that's pretty good progress! Why do textures look low quality?[/QUOTE]
That would probably be the normal maps, Maya is kinda weird when it comes to them
[QUOTE=Atlas852;52197484]That would probably be the normal maps, Maya is kinda weird when it comes to them[/QUOTE]
Can you put down a step by step explanation as to how you achieved this with Intel gpa
(Because of the size of the pictures as well as this post i'll throw all the images into a Imgur album which you can go look at when I mention an image in the post [url]http://imgur.com/a/i2mcI[/url])
Right so, for this example ill do the Tick (commonly known as a "Spicy Boi" on Reddit) Due to how Intel GPA works you will need to do a bit of VPK modding to get the model's bindpose, just simply extract all of common's files, find the model you want and replace Barker's moonshine flask (props/flask/prop_flask_animated.mdl) with the model. Then run the game with GPA and go to the faction screen where you should see Barker holding the model you replaced it with
[image 1]
then just capture the frame and then you can close the game.
when loading it in the frame analyzer everything will be a stretched out mess but if you click a button at the bottom it seems to fix things
[image 2]
all the models will be flat though
as you go down the list of meshes you will notice that everything starts to become more and more un-flat (and more and more broken in some cases)
as you move down you will eventually find a model of the UVs which you can use to create a UV map and apply it to the main model (it may need some modification in some cases such as this one)
[image 3]
when importing the models will tend to be extremely small and off center and rotation along with being flat but it doesn't take to long to scale and rotate it (the UV mesh should import fine with no problems but you may have to move some parts around to get it right when creating the UV map)
[image 4]
As I said before; there is no mesh smoothing nor can you give it mesh smoothing because all of the polys aren't connected to anything.
I would still recommend using Luxox's method as although its a lot harder its results are much better (since it has mesh smoothing and id imagine the UVs would be better)
[B]Viper[/B]
[IMG]http://www.mediafire.com/convkey/d036/8u3lj23j2b21wk6bg.jpg[/IMG]
[B]Not possible to share due a request of EA/Respawn Entertainment[/B]
[QUOTE=Atlas852;52200487](Because of the size of the pictures as well as this post i'll throw all the images into a Imgur album which you can go look at when I mention an image in the post [url]http://imgur.com/a/i2mcI[/url])
Right so, for this example ill do the Tick (commonly known as a "Spicy Boi" on Reddit) Due to how Intel GPA works you will need to do a bit of VPK modding to get the model's bindpose, just simply extract all of common's files, find the model you want and replace Barker's moonshine flask (props/flask/prop_flask_animated.mdl) with the model. Then run the game with GPA and go to the faction screen where you should see Barker holding the model you replaced it with
[image 1]
then just capture the frame and then you can close the game.
when loading it in the frame analyzer everything will be a stretched out mess but if you click a button at the bottom it seems to fix things
[image 2]
all the models will be flat though
as you go down the list of meshes you will notice that everything starts to become more and more un-flat (and more and more broken in some cases)
as you move down you will eventually find a model of the UVs which you can use to create a UV map and apply it to the main model (it may need some modification in some cases such as this one)
[image 3]
when importing the models will tend to be extremely small and off center and rotation along with being flat but it doesn't take to long to scale and rotate it (the UV mesh should import fine with no problems but you may have to move some parts around to get it right when creating the UV map)
[image 4]
As I said before; there is no mesh smoothing nor can you give it mesh smoothing because all of the polys aren't connected to anything.
I would still recommend using Luxox's method as although its a lot harder its results are much better (since it has mesh smoothing and id imagine the UVs would be better)[/QUOTE]
Luxox is a god. I am a simple peasant with poor hex knowledge and I am don't have the time right now to learn to use hex2obj. So I'll just use your method and see how things work out. :buckteeth:
[QUOTE=Atlas852;52200487](Because of the size of the pictures as well as this post i'll throw all the images into a Imgur album which you can go look at when I mention an image in the post [url]http://imgur.com/a/i2mcI[/url])
Right so, for this example ill do the Tick (commonly known as a "Spicy Boi" on Reddit) Due to how Intel GPA works you will need to do a bit of VPK modding to get the model's bindpose, just simply extract all of common's files, find the model you want and replace Barker's moonshine flask (props/flask/prop_flask_animated.mdl) with the model. Then run the game with GPA and go to the faction screen where you should see Barker holding the model you replaced it with
[image 1]
then just capture the frame and then you can close the game.
when loading it in the frame analyzer everything will be a stretched out mess but if you click a button at the bottom it seems to fix things
[image 2]
all the models will be flat though
as you go down the list of meshes you will notice that everything starts to become more and more un-flat (and more and more broken in some cases)
as you move down you will eventually find a model of the UVs which you can use to create a UV map and apply it to the main model (it may need some modification in some cases such as this one)
[image 3]
when importing the models will tend to be extremely small and off center and rotation along with being flat but it doesn't take to long to scale and rotate it (the UV mesh should import fine with no problems but you may have to move some parts around to get it right when creating the UV map)
[image 4]
As I said before; there is no mesh smoothing nor can you give it mesh smoothing because all of the polys aren't connected to anything.
I would still recommend using Luxox's method as although its a lot harder its results are much better (since it has mesh smoothing and id imagine the UVs would be better)[/QUOTE]
I did as you explained but I cannot retrieve the model of the ticks. I keep getting flat surfaces. Also I need to rename the mdl to prop_flask_animated.mdl right?
[QUOTE=Horry Sheet;52201015]I did as you explained but I cannot retrieve the model of the ticks. I keep getting flat surfaces.[/QUOTE]
Did you remember the small "VS" button which I circled in red at the bottom of the window? (see image 2) or perhaps you may just have the wrong Erg?
[QUOTE=Atlas852;52201052]Did you remember the small "VS" button which I circled in red at the bottom of the window? (see image 2) or perhaps you may just have the wrong Erg?[/QUOTE]
Yes I did use the VS button. also I checked the entire frame
[editline]8th May 2017[/editline]
[QUOTE=Atlas852;52201052]Did you remember the small "VS" button which I circled in red at the bottom of the window? (see image 2) or perhaps you may just have the wrong Erg?[/QUOTE]
So this is what I did:
Went into the common vpk found the frag_drone and changed the name to prop_flask_animated.mdl and placed it into the vpk folder.
Ran TF2 with Intel Gpa (only auto-detect turned on in preferences). Captured the frame of barker holding the tick in mid-air. Went to frame analyzer and looked through every frame. Pressed the VS button. Found the flat UV map model, but everything else is just flat surfaces.
Anything I did wrong?
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