• TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
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[QUOTE=jediyoshi;44077341][img]http://i.imgur.com/FUW8N1k.png[/img] Messing with vmt parameters to make them more SFM friendly. Changed $selfillum to $detail since that's the only way I know how to make textures lit.[/QUOTE] When you have a working VMT, can you please share it? I've been trying to make the models look good, but perhaps I need to decompile and recompile. Thanks.
so now that everyone is working on the cockpit mind releasing a raw file preferably in .fbx?
[QUOTE=iKonakona;44086337]When you have a working VMT, can you please share it? I've been trying to make the models look good, but perhaps I need to decompile and recompile. Thanks.[/QUOTE] For pilot models, it's pretty much just removing everything other than basetexture and bumpmap and adding $phong 1 (unless it's using translucent/alphatest). Seems the hero models do need to be recompiled (with $mostlyopaque in the qc) since the phong parameter will muck with the ones that have hair textures. Could be useful to recompile the pilots anyway if you want to remove the jumpkits. They're already bodygrouped, but there's no separate option to just have them not displaying.
[QUOTE=jediyoshi;44087862]For pilot models, it's pretty much just removing everything other than basetexture and bumpmap and adding $phong 1 (unless it's using translucent/alphatest). Seems the hero models do need to be recompiled (with $mostlyopaque in the qc) since the phong parameter will muck with the ones that have hair textures. Could be useful to recompile the pilots anyway if you want to remove the jumpkits. They're already bodygrouped, but there's no separate option to just have them not displaying.[/QUOTE] [IMG]http://i.imgur.com/XPj1J2J.png[/IMG] Thanks. I used some phong and got this. I'm playing around with the exp, boost, and fresnel to get different looks. It seems like they use a lot of custom parameters that only their version of Source can read. I'm trying to rig it, but I'm finding that the arms are messed up because of the parts its made of. It seems like the upper arm is made up of shoulderTwist and shoulderMid and the lower arm is made up of elbowB and forearm. There might be a way to "chain" these so they move correctly. I'm new to rigging as well so it might take a while lol.
[QUOTE=Corra_Ashu;44014778]OK here is one of the Spectre models i didn't have time to convert and apply the textures to the other one. [img]https://dl.dropboxusercontent.com/u/7035486/spectre1.jpg[/img] [url]http://www.mediafire.com/download/zo4iqf9zk5a7yi2/Spectre.rar[/url][/QUOTE] It's a pretty neat model! Would you be willing to port the other one? As far as I can tell, the only major difference in the second model is the head, [IMG]http://img3.wikia.nocookie.net/__cb20130721081252/titanfall/images/3/35/Marvin.png[/IMG] the body of the model and textures you've already posted would easily substitute the rest
[QUOTE=Sam Za Nemesis;44086938]Ya it's only the wrong texture applied, it normally uses the framebuffer on the entire screen[/QUOTE] But don't you see it when the doors open up or do you guys not care about that for a first release? cause if not then I can get trucking a long to sending it into source.
To cra0kalo: When using the ATI2Normal Tool of 2.2.1, the normals are flipped upside-down. I ended up flipping them the right way in Photoshop and resaving the TGA. Just a heads up. Great tool btw.
[QUOTE=jediyoshi;44077341][img]http://i.imgur.com/FUW8N1k.png[/img] Messing with vmt parameters to make them more SFM friendly. Changed $selfillum to $detail since that's the only way I know how to make textures lit.[/QUOTE] How did you get the visors to glow like that?
[QUOTE=Sam Za Nemesis;44086938]Ya it's only the wrong texture applied, it normally uses the framebuffer on the entire screen[/QUOTE] I know I gave you a reply already but I wanted to apologize for my stupidity. Upon further examination of the model, it seems what I was trying to apply to the model was indeed the incorrect texture, as behind it is the correct texture.
[QUOTE=iKonakona;44094551]How did you get the visors to glow like that?[/QUOTE] apparently reading the post helps seeing as they said $detail
It seems like it wasn't as easy as using $detail. I needed "$detailblendmode" "1" and "$detailscale" "1" to make it fit correctly. I tried $detailtint, but I can't seem to get it blue.
[QUOTE=iKonakona;44093061]To cra0kalo: When using the ATI2Normal Tool of 2.2.1, the normals are flipped upside-down. I ended up flipping them the right way in Photoshop and resaving the TGA. Just a heads up. Great tool btw.[/QUOTE] Can you give me an example and the texturename and path.
[QUOTE=cra0kalo;44097274]Can you give me an example and the texturename and path.[/QUOTE] SourceFilmmaker\game\titanfall_beta\materials\models\humans\titan_pilots\battle_rifle_imc_female_pilot\pilot_imc_f_helmet_brp_a_urb_nml.vtf When I used the tool, it was upside down.
[QUOTE=iKonakona;44095364]It seems like it wasn't as easy as using $detail. I needed "$detailblendmode" "1" and "$detailscale" "1" to make it fit correctly. I tried $detailtint, but I can't seem to get it blue.[/QUOTE] Given that you can't mask $detail, I use it almost exclusively for self illum. That frees up the base texture alpha for things like coloring or spec maps. There are a few additional pros/cons: you can draw up an illumination map that actually adds a 'glow' to the diffuse that you don't normally have otherwise, which means two skingroups (of/off) with the application of only $detail with the light on and the diffuse with the light off. Sadly it isn't as flexible as $selfillum as you can't specify frensel angles or tinting, but given that I use those so rarely, I find it being used as an illum texture primarily. Also you'll want to use blendmode 5, not 1. [code] $detail "path\texture" $detailscale 1 $detailblendfactor 1 $detailblendmode 5 [/code] oh and you can use both at the same time - did that when I made a custom texture for a [URL="https://dl.dropboxusercontent.com/u/21161113/SFM/blr_1_vol.jpg"]BLR helmet[/URL].
I got the interior cockpit and FP titan hands in source but the bone rigging is fucked up so I'm going to have the separate the models. On the plus side sometime tomorrow we will have the interior models good to go!
awesome! now that you've got the cockpit ready could you please release the raw file?
I'm confused as to why people would want the raw files... but okay. Let me make sure the qc and whatnot are working 100% and i'll dump it alongside the 3ds max file.
[QUOTE=Lt_C;44097872]Given that you can't mask $detail, I use it almost exclusively for self illum. That frees up the base texture alpha for things like coloring or spec maps. There are a few additional pros/cons: you can draw up an illumination map that actually adds a 'glow' to the diffuse that you don't normally have otherwise, which means two skingroups (of/off) with the application of only $detail with the light on and the diffuse with the light off. Sadly it isn't as flexible as $selfillum as you can't specify frensel angles or tinting, but given that I use those so rarely, I find it being used as an illum texture primarily. Also you'll want to use blendmode 5, not 1. [code] $detail "path\texture" $detailscale 1 $detailblendfactor 1 $detailblendmode 5 [/code] oh and you can use both at the same time - did that when I made a custom texture for a [URL="https://dl.dropboxusercontent.com/u/21161113/SFM/blr_1_vol.jpg"]BLR helmet[/URL].[/QUOTE] Thanks for the advice! I used the ilum texture for it and it does come out brighter, but I think the base texture is showing through so I'm seeing horizontal lines on the female_br model. I might have to modify the base texture so those lines don't show up that much. Also, has anyone managed to decompile/recompile the titan models? I get an error for a missing bone for the bbox. I'm wondering if it needs the other stuff decompiled first.
I have almost no experience on the texturing and modelling side of things, so this is going to be an eyeroll of a post. I tried pulling the Spectre .fbx and textures into C4D just to see if it would work, and the textures are not aligned at all to the objects they're attributed to. Which I sort of expected. So what program would I need to use to be able to animate the (properly textured) Spectre? It seems to come with a rig, which is wonderful, and I would like to be able to animate him. Blender? To be even more of a beggar: I am decent at animating in SFM; when might there be a version available of the Titan or Spectre to drop into SFM and use? You people work magic.
FUCK YEAH. I ended up stealing the rt camera from phx pack because I liked theirs and it was not retarded. In other news it seems sfm does not support _rt_FullFrameFB so that's good to know. Now to figure out how to get the resolution to be higher for this... [t]https://dl.dropboxusercontent.com/u/16349584/2014%20posters/titanfallinteriorcockpit.png[/t]
why does the texture in the interior look like its money?
[QUOTE=Dark One;44110338]why does the texture in the interior look like its money?[/QUOTE] Because projected textures is the best way to texture something, totally not a waste of uv space amirite? [t]https://dl.dropboxusercontent.com/u/16349584/atlas_cockpit_console_col.png[/t] In other news I made the resolution better for the screen but I gotta fix the tiling issue. I also got the fp hands in and they have skingroups for both teams. I need to re apply the bone linking in 3ds max because it fucked up the export, which meant to achieve that shot i had to manually link. [t]https://dl.dropboxusercontent.com/u/16349584/2014%20posters/titanfallinteriorcockpit2.png[/t]
[QUOTE=iKonakona;44097787]SourceFilmmaker\game\titanfall_beta\materials\mode ls\humans\titan_pilots\battle_rifle_imc_female_pil ot\pilot_imc_f_helmet_brp_a_urb_nml.vtf When I used the tool, it was upside down.[/QUOTE] [B]Toolupdate[/B] Someone told me it's a pain in the ass to convert normals 1 by 1 and I have to agree so I made it automatic just make sure "patch vtf's on export" is ticked in settings should be good. If you still manually want to convert them the ATI2Normal tool is still there I won't remove it. Upnext [B][U]Repackaging![/U][/B] and sounds but sounds are totally screwed I have no clue lol. :suicide: [code] 2.3 -Patch VTF Option now auto-detects ATI2N textures and converts them. (Those broken normalmaps) -Fixed bug with flipped normals in ATI2N Tool's tga export [/code] [vid]http://cra0kalo.com/public/TU2.webm[/vid] As always help>check4updates
Very nice! Thanks for the update. How did you get the vtf previews in Windows Explorer? I just have the VTFEdit icon on all my vtfs. [editline]3rd March 2014[/editline] [QUOTE=nomad1;44105057]I'm confused as to why people would want the raw files... but okay. Let me make sure the qc and whatnot are working 100% and i'll dump it alongside the 3ds max file.[/QUOTE] Yeah, I'm kind of wondering why people want the raw files too. I'm more interested in SFM compatible files. When someone posts a fbx file, I have no idea what to do with it lol
Guys can anyone share Bisk's and Graves' files?
[QUOTE=iKonakona;44116664]Very nice! Thanks for the update. How did you get the vtf previews in Windows Explorer? I just have the VTFEdit icon on all my vtfs. [editline]3rd March 2014[/editline] Yeah, I'm kind of wondering why people want the raw files too. I'm more interested in SFM compatible files. When someone posts a fbx file, I have no idea what to do with it lol[/QUOTE] Most likely people are here to leech and dont care about gmod or sfm. As for the thumbnails I have not included them in the vtfs because it just causes overhead and re compression again for a little thumbnail isn't worth it imo
[QUOTE=iKonakona;44116664]Yeah, I'm kind of wondering why people want the raw files too. I'm more interested in SFM compatible files. When someone posts a fbx file, I have no idea what to do with it lol[/QUOTE] Probably because they don't have the game yet and would like to look/study/use the models in their raw format.
I can see people providing the source files IF they do not know how to get it into source.
[QUOTE=cra0kalo;44117790]Most likely people are here to leech and dont care about gmod or sfm. As for the thumbnails I have not included them in the vtfs because it just causes overhead and re compression again for a little thumbnail isn't worth it imo[/QUOTE] Can't wait to get these for sfm make some good stuff with em :D
[QUOTE=iKonakona;44116664]How did you get the vtf previews in Windows Explorer? I just have the VTFEdit icon on all my vtfs.[/QUOTE] [URL="http://www.wunderboy.org/sourceapps.php"]http://www.wunderboy.org/sourceapps.php[/URL]
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