Source Filmmaker

Source Filmmaker

raptornx01 Dec 26, 2013 @ 1:38pm
What are the chances Titanfall assets will work in sfm?
I just found out Titanfall will be running on source engine, but i've read they altered it here and there. I was curious if when the game comes out we'd be able to use it.
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Showing 1-9 of 9 comments
Pte Jack Dec 26, 2013 @ 3:49pm 
Is it released yet, I thought the release date was March 2014??
raptornx01 Dec 26, 2013 @ 5:59pm 
it is, i was just curious what everyone's thoughts were.
Pte Jack Dec 26, 2013 @ 6:49pm 
Would love a couple of Mechs, properly formatted and with animations
6000 ANGRY BEES Dec 27, 2013 @ 12:03am 
Titanfall's version of Source is heavily rewritten[], so the answer is probably "hilariously unlikely".
raptornx01 Dec 27, 2013 @ 12:53am 
read that article before. the changes made were mainly for the netcode, for how the engine uses controllers. how many assets can be rendered at a single time, etc. How ever many changes they made, i know one thing for certain, current assets will still render just fine.

How do I know this? the first video shown in that article, about half way through, the guy gets out of the mech, tells it to follow him, then looks up and chucks a grenade through an upstairs window. The resulting explosion, i would know anywhere, it's the same explosion particle effect used for grenades in half life. This tells me that at the very least, the file format is likely intact. and if their version still uses .mdl and .vtf files, there is a good chance the models will work.

The only thing that gives me pause is they said they changed how the engine renders lightmaps. It may not mean much, but you never know.
6000 ANGRY BEES Dec 29, 2013 @ 2:49am 
One particle effect doesn't tell us how much they've changed the model format. Materials can probably be salvaged, one way or another. Considering that they've even rewritten the compiler, you can probably consider maps a lost cause.

It's probably best not to think of it as the jump between, say, the Orange Box and L4D2, as it is more like the jump between Quake 3 and Call of Duty - same tech at the core, but hilariously incompatible with each other.
R234 Dec 29, 2013 @ 1:09pm 
They may have changed the shaders. Most likely we'd just have to recode the VMTs. No big deal. Had to do it with the Vindictus (Mabinogi Heroes) assets.
raptornx01 Dec 29, 2013 @ 3:04pm 
Well keep in mind, we aren't talking about full compatibility. SFM is just a glorified model viewer when you get down to it.

And yeah, I wouldn't even bother with maps. I can tell just from the vids i've seen that at least some of the maps are considerably larger then the supposed max map size currently available.

Originally posted by R234:
They may have changed the shaders. Most likely we'd just have to recode the VMTs. No big deal. Had to do it with the Vindictus (Mabinogi Heroes) assets.

Isn't that basically what we have to do to l4d2 textures? run some bat file?
R234 Dec 29, 2013 @ 4:12pm 
Wasn't the BAT file was for copying and renaming VTX files? What I meant is the materials may use shaders other than those SFM knows, vertexlitgeneric, unlitgeneric, etc., and have their own custom shader parametres as a result. So we might have to change them and approximate the game's look with phong and cubemaps and whatnot.
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Date Posted: Dec 26, 2013 @ 1:38pm
Posts: 9