TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
[QUOTE=unidentified;52970215]I remeber it has been DMCA'd by EA representative company a while ago, and Luxox had to remove all the models that he posted. Someone might still have them though.[/QUOTE]
Wouldn't using it for garrys mod models be fair use?
[QUOTE=Bear1ySane;52970217]Wouldn't using it for garrys mod models be fair use?[/QUOTE]
It doesn't work this way. They can strike even gmod stuff if they wan't. You can argue that it's fair use, but the only way you can reinforce it is through court. Which you won't, most likely. The companys know that so they more than comfortable abusing it.
[QUOTE=Auditor;52970038]So I've been working on Jack Cooper from campaign and would appreciate some feedback regarding materials. It's not even remotely close to be finished, I'll be adding more bodygroups as well as FACS flexes and stuff, i'll be posting both Gmod and SFM versions after it's done. Anyway, peace!
[IMG]https://i.imgur.com/dXbpN99.jpg[/IMG][/QUOTE]
plee make playermodle 4 garry mode
No, really, that looks pretty good so far. I recall the multiplayer pilot textures looking a bit like colored specular, is that what Jack's materials use?
Also, double check that Lastimosa and Cooper don't use the same materials for their armor/uniform. Their meshes are VERY similar.
Yes it does, but i'm gonna try to implement it only for certain parts of the body rather than all of it, due to material limitation. (I'm aware of cra0's compiler which allows to bypass the limitation but for some reason meshes with flexes don't seem to work in gmod after compiling)
[QUOTE=Auditor;52970644]Yes it does, but i'm gonna try to implement it only for certain parts of the body rather than all of it, due to material limitation. (I'm aware of cra0's compiler which allows to bypass the limitation but for some reason meshes with flexes don't seem to work in gmod after compiling)[/QUOTE]
If possible, try make sure that the rigging works well. On the Viper model, one vertex on the finger does not move with the hand, which is pretty annoying. Anyways, good luck.
Mate, i've made Viper months ago, i didn't even know how to weight stuff the right way back then
No offense, but if you're hitting the material limit on a model like that, you're doing something wrong.
[QUOTE=Auditor;52970775]Mate, i've made Viper months ago, i didn't even know how to weight stuff the right way back then[/QUOTE]
Okay. Well, then I guess I got nothing to say besides goo luck.
Except I'm not. Model uses 18 materials as of right now, 15 of which I absolutely cannot exclude, due to the way hair needs to be done to work in Source without it having jagged look, as well as other details such as eyes needing to use two vmts for eyeposing, his arms having different diffuses, ripped cloth that uses transparency, etc. It's not my prerogative to have it that way. The person above asked about coloured specular which uses mesh stacking, which in it's turn adds up the amount of materials. I'm not an idiot, friend.
Is there a guide to rip the audio?
[QUOTE=johnmaddey;52971442]Is there a guide to rip the audio?[/QUOTE]
As far as I'm aware, that isn't even a possibility at present for [I]Titanfall 2[/I] (And I don't think that's changing in the foreseeable future). I'd love to be told I'm entirely wrong however.
Best I can do for you is provide a personal guide on how to utilise the Titanfall .VPK Tool for the first game's audio (Best my ears can tell, returning weapons in [I]Titanfall 2[/I] from the first tend to reuse most if not all of their audio elements): [url]http://steamcommunity.com/groups/bizarchivistsoundproject/discussions/1/152391995421790492/[/url]
Rigged the guy and did some work on smoothing, all that's left are flexes. If anybody who's good with posters wants to help testing, that would be cool, hit me up in Steam anytime.
[IMG]https://i.imgur.com/r8XNTiC.jpg[/IMG]
Skin groups for the visor? Right now it doesn't look all that great.
[QUOTE=Soul_;52978356]Skin groups for the visor? Right now it doesn't look all that great.[/QUOTE]
I second this. Take my opinion with a grain of salt, 'cuz I can't texture for shit, but the visor should have some sort of light coming from it.
I agree, the idea of spending whole extra 30 seconds of your life to add one shadowless light is horrible, can't image what one would be going through.
[IMG]https://i.imgur.com/KOVanWM.jpg[/IMG]
[QUOTE=Auditor;52981643]I agree, the idea of spending whole extra 30 seconds of your life to add one shadowless light is horrible, can't image what one would be going through.[/QUOTE]
What you're really trying to say is you don't know how to add it and thus gave up and picked the worst possible choice of words to do so. With the added bonus of admitting you have no idea how light works.
Congrats.
By the way. You're need to go back and redo that smoothing. All those concave surface normal are pretty good signs you added split edges where you shouldn't have.
I never admitted to knowing how to add it, because most of the minor details are compensated by the way I make poster and edit it in Photoshop, such minor issues have NEVER been a problem to me, therefore I simply cannot understand all the nitpicking regarding the visor that has no light coming off it. Alright, you fellas don't like it, fine, in that case would you be kind enough to provide a solution to that problem or you would prefer to just keep talking? Thanks, and no hate implied.
Simmer down and learn to handle criticism.
Step 1: Overlay helmet illum texture on top of diffuse, set to screen blending mode
Step 2: Add illum texture to alpha of diffuse OR save as separate VTF file
Step 3: Fiddle with $selfillum to get a good glow effect on the visor
That's it. I also recommend weighting the normals of the models. I did that for Ash and Viper and got great results.
All what you just said had been done since the beginning, but thanks anyway, i'll play with it more and get a more distinct result.
Uh, once again, no offense, but judging from the preview you posted... I don't believe you.
You don't have to.
Why I don't believe you:
[t]https://i.imgur.com/Yf8YpoR.png[/t]
Your visor doesn't look like this.
Alright.
I'm trying to help you make it better. Do you not want that or something?
I don't need your help right now, thank you.
[QUOTE=Bizargh;52973393]As far as I'm aware, that isn't even a possibility at present for [I]Titanfall 2[/I] (And I don't think that's changing in the foreseeable future). I'd love to be told I'm entirely wrong however.
Best I can do for you is provide a personal guide on how to utilise the Titanfall .VPK Tool for the first game's audio (Best my ears can tell, returning weapons in [I]Titanfall 2[/I] from the first tend to reuse most if not all of their audio elements): [url]http://steamcommunity.com/groups/bizarchivistsoundproject/discussions/1/152391995421790492/[/url][/QUOTE]
THanks man, I'll do this soon. Titanfall 2 uses all of the original effects, and some new ones of course, and some Battlefield sounds.
[QUOTE=Auditor;52982900]I don't need your help right now, thank you.[/QUOTE]
Just take the criticism and fix the Cooper port. Soul knows what he’s talking about so his criticism can help you make a game accurate port
Would you mind sending me any of the ports you have from Luxox_18, Auditor also nice work on the Jake Cooper model I saw it in the steam workshop.
Quick question - I know no one probably does have then due to the cnd but maybe.
Does anyone have the raw files for Slone, Gates, or any of the MP fpilots?
I've got raw files from the Stim Pilot floating around somewhere on my laptop and its various drives.
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