• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
    2,466 replies, posted
[QUOTE=Horry Sheet;52201057]Yes I did use the VS button. also I checked the entire frame [editline]8th May 2017[/editline] 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?[/QUOTE] Odd, that's exactly what I did. perhaps you saw the tick but didn't know it was the tick?(might need to rotate the models a bit to get the lighting to show some of the model's details, its happened to me a few times) As you go down the list in some cases the models will tend to deform but that usually only happens on the less flat ergs and more complex models.
[QUOTE=Atlas852;52201102]Odd, that's exactly what I did. perhaps you saw the tick but didn't know it was the tick?(might need to rotate the models a bit to get the lighting to show some of the model's details, its happened to me a few times) As you go down the list in some cases the models will tend to deform but that usually only happens on the less flat ergs and more complex models.[/QUOTE] I'll try that [editline]8th May 2017[/editline] [QUOTE=Horry Sheet;52201104]I'll try that[/QUOTE] Nope still getting flat surfaces. Could you possibly make a video tutorial and posted it here? Cause I think I might be missing something. Also do you know what the model of the p2016 that gates is holding is called? [editline]8th May 2017[/editline] [QUOTE=Atlas852;52201102]Odd, that's exactly what I did. perhaps you saw the tick but didn't know it was the tick?(might need to rotate the models a bit to get the lighting to show some of the model's details, its happened to me a few times) As you go down the list in some cases the models will tend to deform but that usually only happens on the less flat ergs and more complex models.[/QUOTE] Could you possibly send me your .gpa_frame file (usually in C:\Users\xxxx\Documents\GPA). I might be able to get some hints from that.
[QUOTE=Horry Sheet;52201104]Could you possibly send me your .gpa_frame file (usually in C:\Users\xxxx\Documents\GPA). I might be able to get some hints from that.[/QUOTE] [url]https://www.dropbox.com/s/sp9wy9zv58wo72u/Titanfall2_2017_05_07__22_55_58_915.gpa_frame?dl=0[/url] As seen in image 2 the tick should be erg 26 [B]edit[/B] Decided to make a proper render of the reaper adding the specular, ambient occlusion and a custom glow map for the eyes along with some adjustments to the bump map settings and lighting which came out REALLY nice [IMG]http://orig15.deviantart.net/14e7/f/2017/128/7/f/reaper_by_tettris11-db8it91.png[/IMG]
[QUOTE=Atlas852;52201508] [B]edit[/B] Decided to make a proper render of the reaper adding the specular, ambient occlusion and a custom glow map for the eyes along with some adjustments to the bump map settings and lighting which came out REALLY nice [/QUOTE] Nice. Any chance of releasing this one? Does this mean we are closer to getting the Titan models? :-)
@Atlas852 can you tell me which version of Intel GPA are you using? check this in help/About Graphic Frame Analyzer 17.1.308306 ?
[QUOTE=luxox_18;52203931]@Atlas852 can you tell me which version of Intel GPA are you using? check this in help/About Graphic Frame Analyzer 17.1.308306 ?[/QUOTE] Yea, I use 17.1.308306
[QUOTE=luxox_18;52200640][B]Viper[/B] [IMG]http://www.mediafire.com/convkey/d036/8u3lj23j2b21wk6bg.jpg[/IMG] [url]http://www.mediafire.com/file/pn70x4y8mhvfu4d/imc_hero_viper.rar[/url][/QUOTE] Can it be use on gmod?
No, the model needs to be compiled for Source.
[QUOTE=Atlas852;52204427]Yea, I use 17.1.308306[/QUOTE] Atlas how did you apply the textures; is there a way to apply it on to the mesh quickly?
[QUOTE=Horry Sheet;52205618]Atlas how did you apply the textures; is there a way to apply it on to the mesh quickly?[/QUOTE] That really all depends on what program you are using. If its Blender then I have no idea, iv never been able to get my head around Blender. But if its Maya I can help you there
[QUOTE=Atlas852;52208663]That really all depends on what program you are using. If its Blender then I have no idea, iv never been able to get my head around Blender. But if its Maya I can help you there[/QUOTE] I mean I am a an extensive user of blender but I am a beginner to Maya so yeah I can work with maya aswell
[QUOTE=Horry Sheet;52208674]I mean I am a an extensive user of blender but I am a beginner to Maya so yeah I can work with maya aswell[/QUOTE] Too apply textures first you will need to press this small button above the view along with the small grey cube on the left of the image to enable textures [img]http://i.imgur.com/ZFBiJkR.png[/img] then select the model and hold right click on it. A drop down menu should appear, go to the bottom of it and hover over "assign new material" then hover over "phong" then let go of right mouse button. This should open up a window on the right of the screen like this [img]http://i.imgur.com/oO64BwI.png[/img] Then just click the small checker boxes which should open up a small tab, click on "file" in this tab then the screen on the right should've changed, click on the small folder icon and locate the texture file. Color is for the main/base/diffuse texture Ambient is for the Ambient Occlusion texture Incandescence is for the glow map bump Mapping is for bump maps (obviously (it will also open up bump map settings)) and Specular Color for the specular texture
[QUOTE=Atlas852;52209132]Too apply textures first you will need to press this small button above the view along with the small grey cube on the left of the image to enable textures [img]http://i.imgur.com/ZFBiJkR.png[/img] then select the model and hold right click on it. A drop down menu should appear, go to the bottom of it and hover over "assign new material" then hover over "phong" then let go of right mouse button. This should open up a window on the right of the screen like this [img]http://i.imgur.com/oO64BwI.png[/img] Then just click the small checker boxes which should open up a small tab, click on "file" in this tab then the screen on the right should've changed, click on the small folder icon and locate the texture file. Color is for the main/base/diffuse texture Ambient is for the Ambient Occlusion texture Incandescence is for the glow map bump Mapping is for bump maps (obviously (it will also open up bump map settings)) and Specular Color for the specular texture[/QUOTE] I am doing as you told me and I am getting a weird transparency when applying the texture also the texture is not visible at all - basically the object is greyed out and has backface culling on even though I have it disabled.
Hi all, thanks for your efforts. I wanted to ask if anyone tried ripping the Militia pilot models from single player campaign - Lastimosa (found in the tutorial gauntlet), any of the characters in the same section as the Viper enemy, or the main character from the end credits? I am interested in getting the helmet geometry for further edit and 3d printing. Before stumbling upon this thread, I've tried Ninja Ripper and Intel GPA without much success, obviously, and I'm not familiar enough with ram dumps and reading hex values to try the method that Lux has posted. And it doesn't look like the Crowbar is going to get a support for this model version any time soon either.
[QUOTE=Tanagashi;52211987]Hi all, thanks for your efforts. I wanted to ask if anyone tried ripping the Militia pilot models from single player campaign - Lastimosa (found in the tutorial gauntlet), any of the characters in the same section as the Viper enemy, or the main character from the end credits? I am interested in getting the helmet geometry for further edit and 3d printing. Before stumbling upon this thread, I've tried Ninja Ripper and Intel GPA without much success, obviously, and I'm not familiar enough with ram dumps and reading hex values to try the method that Lux has posted. And it doesn't look like the Crowbar is going to get a support for this model version any time soon either.[/QUOTE] *Ahem* Jump Jets *Ahem* Not textured *Ahem* ... ... ... [url]https://www.dropbox.com/s/bs9j5bg3lq5kvxo/Jump%20jets.obj?dl=0[/url] [editline]11th May 2017[/editline] [QUOTE=Horry Sheet;52212274]*Ahem* Jump Jets *Ahem* Not textured *Ahem* ... ... ... [url]https://www.dropbox.com/s/bs9j5bg3lq5kvxo/Jump%20jets.obj?dl=0[/url][/QUOTE]
[QUOTE=Horry Sheet;52212274]*Ahem* Jump Jets *Ahem* Not textured *Ahem* [url]https://www.dropbox.com/s/bs9j5bg3lq5kvxo/Jump%20jets.obj?dl=0[/url] [editline]11th May 2017[/editline][/QUOTE] Oh wow, thanks. I can put this in ZBrush to sculpt highpoly details according to reference and then do some test prints. I could also try getting UVs from a smudged model ripped with Ninja Ripper or Intel GPA. This way I could try to convert the normal map to heightmap and use it as displacement to create the highpoly details. Thanks again. If you manage to rip any other parts, please post them here.
Hey, this may be a stupid question that's already been answered, but is there a way to extract textures, specifically the nose arts? I tried looking through the forum, but got lost in the technical talk. Cheers by the way for the insane dedication y'all have.
[QUOTE=AngelOfTheMad;52215180] is there a way to extract textures, specifically the nose arts?[/QUOTE] You will need to use Intel GPA. Technically, NinjaRipper also extracts the textures, but they are a bit corrupted. The way this works is described in this thread a couple of pages back. But in short, download latest version of the software, install it. Make sure Safe Boot is disabled in BIOS, run Graphics Monitor, go to it's Preferences and make sure "Auto-detect" option is enabled. Then run the game through it. You should see an FPS counter on the GPA overlay. Load multiplayer, go to the titan loadout you want, select desired nose art. Press the shortcut to make the frame snapshot. Then go to Frame Analyzer, load the frame you made. Tick "entire frame", or select individual parts. Go to Textures tab on the right and scroll through the hundred texture maps and rendered frame parts to find what you need. Now, if only getting desired geometry was that easy.
[QUOTE=Tanagashi;52220096]You will need to use Intel GPA. Technically, NinjaRipper also extracts the textures, but they are a bit corrupted. The way this works is described in this thread a couple of pages back. But in short, download latest version of the software, install it. Make sure Safe Boot is disabled in BIOS, run Graphics Monitor, go to it's Preferences and make sure "Auto-detect" option is enabled. Then run the game through it. You should see an FPS counter on the GPA overlay. Load multiplayer, go to the titan loadout you want, select desired nose art. Press the shortcut to make the frame snapshot. Then go to Frame Analyzer, load the frame you made. Tick "entire frame", or select individual parts. Go to Textures tab on the right and scroll through the hundred texture maps and rendered frame parts to find what you need. Now, if only getting desired geometry was that easy.[/QUOTE] Lastimosa's head does not render for whatever reason.
[QUOTE=Tanagashi;52211987]Hi all, thanks for your efforts. I wanted to ask if anyone tried ripping the Militia pilot models from single player campaign - Lastimosa (found in the tutorial gauntlet), any of the characters in the same section as the Viper enemy, or the main character from the end credits? I am interested in getting the helmet geometry for further edit and 3d printing. Before stumbling upon this thread, I've tried Ninja Ripper and Intel GPA without much success, obviously, and I'm not familiar enough with ram dumps and reading hex values to try the method that Lux has posted. And it doesn't look like the Crowbar is going to get a support for this model version any time soon either.[/QUOTE] ok, lastimosa is the next model to be extracted ;)
[QUOTE=Tanagashi;52220096]You will need to use Intel GPA. Technically, NinjaRipper also extracts the textures, but they are a bit corrupted. The way this works is described in this thread a couple of pages back. But in short, download latest version of the software, install it. Make sure Safe Boot is disabled in BIOS, run Graphics Monitor, go to it's Preferences and make sure "Auto-detect" option is enabled. Then run the game through it. You should see an FPS counter on the GPA overlay. Load multiplayer, go to the titan loadout you want, select desired nose art. Press the shortcut to make the frame snapshot. Then go to Frame Analyzer, load the frame you made. Tick "entire frame", or select individual parts. Go to Textures tab on the right and scroll through the hundred texture maps and rendered frame parts to find what you need. Now, if only getting desired geometry was that easy.[/QUOTE] Somehow captured it: [url]https://www.dropbox.com/s/odnh62ew8ld1qjx/Lastimosa%20head.obj?dl=0[/url] Lastimosa's Head.
[QUOTE=luxox_18;52222971]ok, lastimosa is the next model to be extracted ;)[/QUOTE] Well, if you don't mind, then the main character model would be better, I think. I believe it's in the common VPK, models\humans\heroes\mlt_hero_jack.mdl, but I'm not sure if that's the right one. Thanks a lot, that would help me immensely. And I think there are other people who would be glad to get accurate main character model for various purposes. [QUOTE=Horry Sheet;52222974]Somehow captured it: [url]https://www.dropbox.com/s/odnh62ew8ld1qjx/Lastimosa%20head.obj?dl=0[/url] Lastimosa's Head.[/QUOTE] That's awesome, thanks! In all my attempts to get something out of Intel GPA, all the models were either smudged or flat. Did you do anything specific to get these results - trying different scenes for capture or some settings? Like, I've managed to get textures and UVs for the jetpack you've ripped, but I can't get the actual model. And since the vertex IDs are different, copying UVs to your model doesn't work particularly well. So the only way to get actual working UVs would be to unwrap the model by hand and then snap the vertices to the ripped UV-geometry - which I don't want to do for obvious reasons. Getting a properly unwrapped model from Lux would be great, because then I can try to generate a displacement map to subdivide the extracted lowpoly model to the state close to the high-poly, which is more suitable for printing. But if that doesn't work, at least I have something to work with - I will just need to do some manual editing.
[QUOTE=Tanagashi;52223140]Well, if you don't mind, then the main character model would be better, I think. I believe it's in the common VPK, models\humans\heroes\mlt_hero_jack.mdl, but I'm not sure if that's the right one. Thanks a lot, that would help me immensely. And I think there are other people who would be glad to get accurate main character model for various purposes. That's awesome, thanks! In all my attempts to get something out of Intel GPA, all the models were either smudged or flat. Did you do anything specific to get these results - trying different scenes for capture or some settings? Like, I've managed to get textures and UVs for the jetpack you've ripped, but I can't get the actual model. And since the vertex IDs are different, copying UVs to your model doesn't work particularly well. So the only way to get actual working UVs would be to unwrap the model by hand and then snap the vertices to the ripped UV-geometry - which I don't want to do for obvious reasons. Getting a properly unwrapped model from Lux would be great, because then I can try to generate a displacement map to subdivide the extracted lowpoly model to the state close to the high-poly, which is more suitable for printing. But if that doesn't work, at least I have something to work with - I will just need to do some manual editing.[/QUOTE] I don't honestly know what I did. I was just going through the 10 captures I got of the same position and voila! there it was. Also yeah it would be a great idea to wait for luxox if you want to make high-poly models cause you can apply the UVs the use that as a guide to create geometry (at least in blender).
[t]https://cdn.discordapp.com/attachments/253286529840054282/313147927138795522/viper.jpg[/t] Started this for SFM as a break from other stuff.
[B]Tai Lastimosa[/B] [IMG]http://www.mediafire.com/convkey/051a/yub4lafcvhdp4odzg.jpg[/IMG] [B]Not possible to share due a request of EA/Respawn Entertainment[/B][URL="http://www.mediafire.com/file/762pnl37odcxujm/mlt_hero_lastimosa.rar"] [/URL]
[QUOTE=luxox_18;52226402][B]Tai Lastimosa[/B][/QUOTE] 10/10, great job, thank you very much. I will post some pics of the prints when I'll get to that.
Great work! Any chance of a helmetless version?
all i hope is whoever is bringing these to source realizes you have to convert from PBR to what source uses for shading and not lazily port it just to be the first.
[QUOTE=Soul_;52225841][t]https://cdn.discordapp.com/attachments/253286529840054282/313147927138795522/viper.jpg[/t] Started this for SFM as a break from other stuff.[/QUOTE] Some guy ported Viper already in the workshop, but I knew anyone on here would do a better job. All he needs now is his badass Char-Northstar. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=924415269&searchtext=[/url] [t]https://steamuserimages-a.akamaihd.net/ugc/838078363703430145/E0030509F1CE85724E70803D182443F746494921/[/t]
[QUOTE=liberalllama;52227701]Any chance of a helmetless version?[/QUOTE] His head is under the helmet, textures are included.
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