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Thread: TitanFall VPK Tool for Modding

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    TitanFall VPK Tool for Modding

    Various modders from around the community have developed a TitanFall verion of the Source VPK editor. It allows access to the TitanFall beta files, and shows some stuff never before disclosed to the public.

    These were all extracted from the beta files using the TitanFall VPK Tool and rendered in 3D Studio Max:

    ARC Rifle:



    Hemlock Assault Rifle:



    Triple Threat Assault Rifle:



    Maverick Pistol:



    Fire Fighter Marvin:



    I personally took a look at the .NUT files from the beta files, and saw that Respawn have made changes to the Source Engines' scripting language (called Squirrel), and made it more-or-less like the scripting language from COD (which doesn't have an official name, but is referred to variously as "COD Script" or "GSC Script"). As a modder for the Call of Duty games, I felt right at home with it. The only main difference I saw was that now the scope of a variable has to be defined.

    Another interesting thing about the TitanFall script language is the developers have ported over the dvars from COD. You have the familiar things like cg_fov for field of vision, or cg_maxFPS for the maximum frames per second. Etc, etc. This shows that the form a dvar takes is not restricted to a certain engine; that a dvar can take any form, and its form is not indicative of a particular engine family. They are modular in nature, and can fit in any engine with ease.

    Respawn have also changed the Source engine from a .BSP format for level design to a proprietary 64bit format. At the moment the modders working on this project have been unable to load any maps into Source Hammer editor because of the change away from .BSP.

    .BSP is notorious for being self-limiting, and restricts the maximum size of a map. With Respawn's new format, that self-limitation no longer applies and in theory, a map can be almost any size. If Respawn ever do allow modding, mappers could in theory create some gigantic maps.

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    kung foo man (25th February 2014)

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    So it's source engine + proprietary map format (also source engine is proprietary ^^)? What I've seen in Portal 2, Squirrel can be used in REPL-modus, so code-snippets can be executed at runtime (which is very useful for learning), but really nice stuff like Client-Scripting is not possible (e.g. like in GMod with Lua or CoDScript in CoD WaW).
    timescale 0.01

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    Quote Originally Posted by kung foo man View Post
    So it's source engine + proprietary map format (also source engine is proprietary ^^)? What I've seen in Portal 2, Squirrel can be used in REPL-modus, so code-snippets can be executed at runtime (which is very useful for learning), but really nice stuff like Client-Scripting is not possible (e.g. like in GMod with Lua or CoDScript in CoD WaW).
    No, not Source engine + new map format. The 3D renderer is proprietary as well. Source is 32 bit DX9; TitanFall's engine is 64 bit DX11. Also, the netcode is proprietary, designed especially to be used with MS Azure cloud technology.

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