TitanFall: Ports and hacks WIP thread [Standby For Titanfall!]
2,466 replies, posted
Ok I managed to get some textures from the game!
Here is what I did:
copy the d3dwrap.dll (in your ninjaripper folder) into C:\Program Files (x86)\Origin Games\Titanfall2\bin\x64_retail
Rename the file to d3d11.dll
Launch Ninjaripper
Launch Tf2 from Origin (it might take a bit longer than usual)
Done Ninjaripper should now work! (Don't worry when the game is not respondind during export!)
Its an issue with Blender. Downgrade to 2.79.
I'll be making a guide on how to properly extract and port TF|2 textures/masks in Source in the next couple of days.
Thanks I had 2.79a installed and after a downgrade to 2.78 it imported without holes!
Sorry if this is a dumb question, but when I installed ninjaripper, i cannot find any .exe besides something called ripdump.exe
Regarding missing faces , did you try to import .QC file with Preserved SMD polygons and normals ? Does it break textures ?
Tried to move several of the bones, but it is only changing the bone position not affecting any of the models....
I think i am missing sth...
wow good stuff. So anyone going to release these? Even without rigging just OBJ files and textures (even just normal maps)? Please?
I don't apply the textures in blender since I'm porting them to Unity. The textures are usually completely screwed up when you fix the holes so you have to use a version of blender that doesn't screw up the import. (I use 7.28)
To apply the texture you have to use blender render and change the texture of the hatch change the texture of the material (e.g. [something] warpaint [something]).
How did you rip the textures?
If you used ninjaripper cab you maybe help me in getting the textures to be the right color?
Yep i used ninjaripper, and i just followed your instructions basically just copied d3d11.dll, launched the game with injector , went to private match, pressed f9, waited a bit and had textures in the PC , I found that there is like 5-6 different shades of textures for each thing
I did not import the qc file but the individual smd files. And then I apply the texture I got from Ninjaripper to t_northstar_prime_warpaint_skin01.
This causes the tian to have a white overlay over the hatch (Material: t_l_northstar_nose_art_v00 ) which I usually set to transparent since I don't have any nose arts.
https://files.facepunch.com/forum/upload/156671/99a586a0-1d12-4c9a-816a-729f59cc663f/Unbenannt7.png
https://files.facepunch.com/forum/upload/156671/25cfa415-bd0d-4614-9ab4-334b5d118c1f/Unbenannt8.png
Thanks, I do need help determining which shades of textures to use or how to combine them.
Okay, I ' ll write what i do, and maybe u can correct if i do sth wrong...
1) Imported the .smd files
2) Choose the object titan_light_northstar_prime_northstar_prime_titan_torso_lod0
3) Choose the material t_l_northstar_prime_warpaint_skin01
4) add the texture
5) Go to UV editing , choose the texture, choose the object , hit A,
6) go back to default view
https://files.facepunch.com/forum/upload/134294/5ed95c3c-c1cc-4133-a74f-fe06e06db839/image.png
7) And i get this
What happens if you skip the step with the UV editor and only apply the texture to the material?
It is completely white then, it doesnt apply the texture in any way :|
https://files.facepunch.com/forum/upload/134294/972584ad-abb5-4cf7-a1d6-8cb4eab9099e/image.png
how does it look in material view? (you might need to add a sun)
When I go to texture view my model is white too but in material view it shows the textures.
Ah! It looked dark at first until i crancked the lightning up and reflections down... So silly of me! Thanks!
No. The .qc that Crowbar spits out isn't really relevant if you're trying to port Titanfall 2 stuff to SFM.
You'll have to create a new .qc, since you'll be adding stuff like model stacking, any skingroups you wanna add, etc. Luckily, it'll be a much simpler and trimmed down .qc setup compared to what Crowbar provides.
Ah, okay, so is there any good tutorials you would recommend ? From what i found this one looked good
https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
How do I combine the textures I got from ninjaripper?
The textures I get are either black and white or have the wrong colors.
Don't use Ninja Ripper.
Is there another tool I could use to extract the textures?
Intel GPA, but there's a trick to getting it working. I'll post my guide to porting Titanfall models to Source as soon as I can.
[Tutorial] Titanfall 2 to Source (WARNING
Thanks. I've already extracted a few textures but I'm still hvaing troulbe with the normal map in Unity.
I'm probably doing something wrong when inverting the color channel of the normal map.
Has anyone figured out a way to compile source models into titanfall 2 compatible .mdls?
It's not as mystical of a process as you think. Titanfall 2 doesn't ship with a studiomdl.exe, and the game can't read earlier .mdl versions like Titanfall 1 could. Don't get your hopes up.
Any idea on how we could create one?
You'd probably build it using the studiomdl that ships with the Source SDK, though I think only the Source 2006 studiomdl compiles (the Orange Box studiomdl code was in the Source SDK for a while with missing dependencies but was ultimately removed).
It's not impossible but it all hinges on how well documented Titanfall's .mdl format is.
There is no official documentation from Respawn.
Please, any wiseguy that thinks about fucking emailing them about it, don't. We don't need to get shut down twice.
Sorry for bothering, but does anyone happen to have the first Titanfall's Spectres? If anyone can get them to me I'd really preciate it
Look no further:
Titanfall_Drones
Contains both IMC and Militia Spectres and also - as an added bonus - all the MRVNs.
Also, There's this on the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1186116600&searchtext=Spectre
Same model as what I've managed to hold on, the difference though is that the Workshop link provides the IMC Spectre with a much more flexible version than what I have and also has full finger posing on them.
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