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Tools that are directly for or can be used with Titanfall 2.
Custom skin related off-wiki resources or that one texture repo.
Applications that are for installing or can install custom skins.
Applications that are for working with vpks.
Applications that are for viewing and exporting rpak assets.
Tools that are useful but not directly related to Titanfall 2, although some of the add-ons/plug-ins are directly Titanfall 2 related.
For 3D editing.
For 2D editing.
Tools to help with color related jobs.
Tools that are common for pc users.
How to contribute.
Made by Barnaby and p0358, Harmony VPK Tool is a GUI tool to view, extract, and repack Titanfall VPK's but 2x as fast than Titanfall VPK Tool below. Open source.
Made by cra0, Titanfall VPKTool is a GUI tool to view, extract, and repack Titanfall VPK's. Closed source.
Repacking with VPKTool is not recommended.
Made by MrSteyk, RSPNVPK's main purpose are to repack Titanfall 2 VPK's. This is the recommended choice for repacking.
RSPNVPK-GUI - Provoxin
GUI and simple.
RSPNVPK - Taskinoz
Command line tool and most powerful (has like 3 more functions)
RSPNVPK - Squidgyberries
Linux versions and most original.
SG_Shader.blend - Has Titanfall 2 shader link.
Layer Painter - Blender Layer Painter Add-on (Github)
A page to honor those that have put time into this community project and where we found our information.
Skin tools and Skintools.
Tool for DDS (rpak method). This is the best method for installing custom textures.
Made by rexx, ASpoonPlaysGames, Rika, and IcePixelx. RePak is a non-GUI tool that is for creating rpaks. This is the best way to import new textures and materials.
DDS (rpak method) is the best method to install custom textures.
Made solely by ASpoonPlaysGames, Advocate is a GUI tool that can convert Skintool installed skin into rpak Northstar mods. Why is this important? Custom rpak mods are more versatile, simpler to make, allow for multiple texture medians, and less resource demanding.
Tools for DDS (skintool method). This is the worst method to get custom textures.
SenorGoose
Wiki Editor, Founder
Nebustellar
Wiki Contributor
E3VL
Help
H0L0
Ideas, Help
NoSkill Gitbook
NoSkill Discord
Titanfall 2 Skin Creation Group Gitbook
ModdingDocs
Northstar Discord
For compressing or decompressing files.
One of my old macros.
Numpad1: Saves (CTRL+S)
Numpad2: Undo (CTRL+Z)
Numpad3: Reloads images in Blender with NodeWrangler (ALT+R)
]: Pause the script
\: Stop the script
SkinTool Dependency - .NET Framework 4.8
Edited by Strykus, Titanfall2 SkinTool is a tool. This tool can apply Titan skins and Attachment skins. Recommended.
Made by Bigspice, VTOL is a GUI tool that can do a WHOLE a lot of stuff, it's basically a Northstar Manager. Although it's here because it can also install skins.
Made by zxcPandora, Titanfall2 SkinTool is a Titanfall 2 and R5R tool with a UI to easily apply DDS skins that are formatted accordingly. This tool can only apply weapon and pilot skins. First but not best.
Made by greishuh/Gracious, Titanfall2 DDS Tool is a tool with cmd ui to more manually apply DDS weapon skins. Not recently updated, not recommended.
Info about our customizability of skins along side the formats.
These are not the only ways to customize a skin. You can innovate as always. If you feel you made a discovery feel free to share it in the Discord server!
VTF is the first found custom gun skin method. VTF skins are usually in VPKs. Controlled by their VMT files.
Up to 4k skins
'Unlimited' view distance
Only color and normal textures
Works on low graphics
Animated skins (VMT options)
Moving skins (VMT options)
Transparent skins (VMT options)
DDS is the PBR supported custom skins. DDS skins are usually in RPAKs.
PBR or Properly shaded skins
Community made tools
High quantity, high-quality skins
Streamed DDS Skins
Limited view distance
No transparency
RePak RPAK DDS Skins
'Unlimited' view distance
Transparency
Static skins are skins that don't move in any way. Compatible with VTF and DDS format. Simple and at times, most elegant. DDS formats only skin style.
Only available with VTF format. Moving skins are skins that have a code group in their .vmt
that moves your vtf texture to your desired parameters. The code "Proxies"
Change "texturescrollrate" "-0.03"
to change speed of movement. Change "texturescrollangle" "180"
to change direction of movement.
Only available with VTF format. Animated skins are skins that create a moving affect or active scene by using multiple frames. You wont need multiple vtf's as VTFEdit creates one file with every frame inside. Mind that this increases size; which can have affects in recompiling. Note you can use Add-ons on your image editors to help with making animated skins. You need this code group in your models .vmt
to activate animation; found below.
Only available with VTF format. Transparency can be enabled in the the model's vmt. Example.
Only available with VTF format. The refract shader can be apply to give the model a "refracted" look. Documentation here: https://developer.valvesoftware.com/wiki/Refract)
Created by DXZporter who is now retired. (mostly) Closed source. Original Legion. Recommended Legion for converting models for Blender (and i think exporting audio).
Created by many people. Open source. Updated, more feature full and popular. Recommended Legion for most things excluding converting models (and i think exporting audio).
Explaining the 3 different types of custom skins methods.
You're here because you want to use custom skins and have no idea what you're talking about. We don't want to waste our time and your time.
Pay attention. You're going to have to tell us exactly which method you're attempting to install. Use this wiki page to compare and find out which method you're using.
The hyperlinks link to how to install each type.
Installed just like Northstar mods. This is the best overall method.
Installed with skintools. This is bad. Stop using this.
Installed manually or as mod. These are the animated and moving skins.
Time to compare these common traits, so you can identify the type of skin you're trying to use.
You'll usually get these from the #skin-collection Discord channel or on Thunderstore.
This is the best overall method, most supported, recommended, and installed just like any other Northstar mod.
The tool used to make these goes by RePak, but you never actually use it.
A good modder will have context on their mod download/advertisement. Check for "installed as a mod", "mod", "thunderstore mod".
They should appear like the common Northstar mod.
author.modSkinName
paks, mods, or vpk folder inside
mod.json
Example:
They should appear like the common Northstar mod.
author.modSkinName
Reread the wiki page (It took me 1 hour to create and organize this one section).
Then think about it for 30 seconds.
Then ask us clarifying questions.
Installed with a "skintool".
The "skintool"s we are talking about are
Strykus's Fork skintool: https://github.com/Strykus/Titanfall2-SkinTool
zxcPandoras skintool: https://github.com/zxcPandora/Titanfall2-SkinTool
Images of skintools UI (there is no visual difference between the two)
You usually download a zip from #skin-collection in Discord
and they have 4096, 2048, 1024, 512 folders inside.
This is the worst skin method.
Use Advocate to convert 'DDS (skintool method)' to 'DDS (rpak method)'. Will improve quality. (Recommended)
If you wish to use the skintool regardless you are free to do so. (Not recommended)
Installed manually with a hex editor and vpks.
These should just be loose VTF, VMT and/or VPK files, most importantly there wouldnt be a mod.json file. In order to install one please follow the NoSkill guide.
OR
You might just be using a skin that using vtfs to make it cooler. These just install like a normal Northstar mod. They should basically be 'DDS (rpak method)' mixed with 'VTF (vpk method)'.
but with additional folders. Just install them any other mod.
Created & Maintained by: RETRY (community)
The Wiki is for a compiled list of useful information. Designed for fact checking and linking to resources.
The Guide is for guiding people through a more step-by-step process. Designed for carrying someone through a process.
The Archive is for saving important or pseudo guides found anywhere. These are often messy and need context in order to understand the value or purpose.
All texture maps. Custom materials. Unlimited range. Mipmaps. UI.
This DDS rpak skinning method has three main processes.
This is the creative part so create whatever, however you like. You can create custom textures by hand. Use an image editor using the default textures as a baseline. Blender. Substance Painter. Really, it's your choice.
These can help you get started with exporting models for reference.
and
umm, here: https://r2northstar--64.org.readthedocs.build/en/64/guides/rpakmodding.html.
again, here: https://r2northstar--64.org.readthedocs.build/en/64/guides/rpakmodding.html.
You can install the default skins to essentially reset your skins.
Navigate to Titanfall-2-Modding Github folder and download the requested skins you want to reset.
Then just install the default skin as any other skin.
If you created a backup of pc_stream.starpak
before installing skins. You can just replace pc_stream.starpak
in /Titanfall2/r2/paks/Win64/
.
If you use or want to use VTOL Northstar Manager. You can simply navigate to the "Mods" tab and disable the mod. (not detailed due to ui rework soon)
We can disrupt the mod.json
file that tells Northstar how to recognize the mod. This is really simple. This is actually how VTOL disables mods.
Go to your mods
folder found at /Titanfall2/R2Northstar/
and find the mod you want to disable. Open the mod folder that would look like something like:
Now simply put the mod.json
file in it's own folder. The mod should now be disabled.
If you're doing this, why? Anyways, just replace the model you edited. Should repath correctly again.
There isn't a tool.
There won't be a tool.
If you need vtf skins. Mod them yourselves. Docs found here:
and
https://r2northstar--67.org.readthedocs.build/en/67/guides/VTFModding.html
or
this garbage https://r2northstar.readthedocs.io/en/latest/guides/VTFModding.html
Hello curious doc reader. Don't worry, unless you needed this tool to exist. There was at one point a half done tool for automatic vtf skin installation but it was never released. Sucks real bad because a website workshop was also going to be added. Anyways. VTF is too uncommon to upload raw. There are a handful of skins that would benefit from a tool but with converting the skins into northstar mods being easy, most vtf skins are implemented as such. If you really need to get vtf skins. There are a couple of docs on how to mod vtf skins yourself. Find them here: https://r2northstar--67.org.readthedocs.build/en/67/guides/VTFModding.html
and
Goodluck.
Common names: Color, Base, col, or Diffuse. Titanfall 2 name: "col" or color map.
This map is for defining color.
Common names: Glossiness, Gloss, gls. Titanfall 2 name: "gls" or gloss map.
This map defines concentrated 'shine' or light scattering.
Common names: Specular, spec, or spc. Titanfall 2 name: "spc" or specular.
This map defines your metallic-ness.
Common names: Roughness. Titanfall 2 name: or roughness map.
Some weapons use roughness over a glossiness map. Roughness maps use a combination of diffuse and specular reflectivity. Glossiness and Roughness are similar but not the same.
Common names: Ambient Occlusions, ao. Titanfall 2 name: "ao" or ambient occlusion.
Ambient occlusion reduce amount of light reflected back. Acting like a kind of shadow map.
Common names: Normal, nml. Titanfall 2 name: "nml" or normal.
The normal map is designed to give the rendering engine a map to show the depth of a model without needing real 3D depth to reflect the direction of light.
Normal maps disable there blue channel in order to save resources when in use. To view the channel in it's editable and desired condition you have to enable its blue channel.
Common names: Emission, Light, ilm, or Illumination. Titanfall 2 name: "ilm" or Illumination.
This map tells which parts are supposed to glow or emit light or glow. This doesn't affect the colour underneath.
Common names: cavity, cav. Titanfall 2 name: "cav" or cavity.
Cavity maps is for the smallest and tightest crevasses but acts like Ambient Occlusion maps. We've only seen Titanfall 2 use this map.
Common names: height. Titanfall 2 names: n/a.
Titanfall 2 doesn't have or use height maps. Although when making skins this is important to correctly display normal map information. It's a black an white map.
"If you want a part of the gun to protrude more outwards it should be brighter then 0.5 luminance or if u want something to dent in it should be darker then 0.5 luminance. 0.5 is the base value and luminance is a pixels brightness."
No one cares to make a guide on this. This is used by the skintool though.
The referenced skintool: https://github.com/Strykus/Titanfall2-SkinTool
and https://github.com/zxcPandora/Titanfall2-SkinTool
List of hex offsets by MrSteyk(via Wayback Machine): https://web.archive.org/web/20210725135838/https://gist.githubusercontent.com/mrsteyk/f9f853d93139cd395c1a49ab24b17b3d/raw/fdae77196a8f861c03373b243573096bd88406c0/common.rpak.log
Remember to backup pc_stream.starpak
incase you want to delete your skins.
Use Stryukus's skintool and not zxcPandoras skintool.
This is the primary custom skin video. You will learn how custom skins works. Which types of custom skins are available. Importantly how to install custom skins.
This was a Discord channel tutorial by catbug to help with installing custom skins.
Before we do anything else, you want to create a backup of the file pc_stream.starpak
. You can locate it in the game directory here: \Titanfall2\r2\paks\Win64
. It is the biggest file in the folder, about 10GB. Make sure the backups are not in the game directory, maybe put it in on your desktop. This is where the skins are stored.
Next you want to download the latest full release (c0.3.2
as of the writing of this guide) of Pandora's skin tool here: https://github.com/zxcPandora/Titanfall2-SkinTool/releases. Download SkinTool-User-ENG.zip
The final download is a skin from #custom-skins-collection in our Discord, I'll use my own that I made a while ago. (Note: you don't need to extract the zip folder that has the skin)
After you extract the skin tool, run the application: (note, you may have to run as administrator if it doesn't work)
First, you have to set the game path. Click Set
and then SetGamePath
. Locate Titanfall2.exe
(or just the Titanfall2
application if you don't have extensions on.
Next, click the three dots on the right and select the zipped skin you downloaded
Click Import Skin
and you're done!
If you don't see the skins in game (in game, not the menu), you may need to turn up your texture filtering to at least 8x
A guide on how to use Provoxin RGB
Editing this way will not effect your game when running vanilla
Firstly you will need to have Provoxin RGB installed onto Northstar, I will assume you know how to install a Northstar mod or already have the mod installed.
If you have already disabled color cycling you can skip right to the next part
Launch the Northstar client and firstly check if the mod was installed correctly by looking in the mods tab. If installed correctly press "Launch Northstar"
and you should see your pilot and titan cycling through colors.
Open the command window with `
; which can be complicated if you're not using an American keyboard layout, like me. If you don't use a US keyboard, rebind "Toggle Developer Console"
to one of the function keys "F1-F12"
If you cannot find the setting please refer to the R2Northstar wiki.
Once you've gotten the developer console open write the commands;
rgb_ally_rainbow 0
rgb_enemy_rainbow 0
Your pilot and titan should stop cycling through colors and show the colors of your selected colorblind option.
Firstly pick a color from a color picker and grab its RGB value.
Write in the command(s) into the developer console;
rgb_ally_color [RGB value] [Brightness]
For allied colors.
rgb_enemy_color [RGB value] [Brightness]
For enemy colors.
Enjoy your new pretty lights <3
Video and Wiki Interlaced Guide.
This is a experimental Documentation/Video Mix concept. This is designed to provide the follow along/depth that a video can provide and the detail/explain-ability that a wiki/document can provide.
Yes this is like Khan Academy. Give me feedback on this idea. I wish this would become a sort of video hoster concept. Maybe, if this is a success.
Anyways. Here is the follow along video:
On a separate tab head to:
Titanfall VPK Tool
Legion
Legion+
Blender
Blender Source Tool
S/G Shader
blender_source_tools_3.2.2.zip
blender-x.x.x-windows-x64.msi
Legion+x.x.x.zip
LegionReleasev2.43.zip
SG_Shader.blend
Titanfall_VPKTool3.4_Portable.zip
Don't unpack blender_source_tools_3.2.2.zip
You don't need to. If you do. Don't worry, Just delete the unpacked folder.
Downloading all required tools and files (the prerequisites listed above).
Expecting you to unpack the file yourself lol.
On the top left of the VPKTool. Press the first icon to 'Open' and choose a VPK. You are looking for englishclient_mp_common.bsp.pak000_dir.vpk
.
Click the second to last icon from left to right on the top left of the VPKTool. This is the 'Extract All' button if you just hover over it. Extract everything into a seperate folder (like i did).
Don't forget to close out of your open VPK when exiting VPKTool.
Organizing tools because i'm better than you.
Bottom right on Legion press the red outlined 'Settings' button to Change the 'Export Format' to 'Valve SMD'.
Find your desired model and drag & drop onto Legion (after pressing and opening the 'Titanfall 2' button.
A LOT of texture assets are in "common.rpak". This is the one i need for the mgl though. If you cannot find your textures using the search functions, try opening rpaks and starpaks camo_skin00_col.rpak
through common_sp(11).rpak
. You can open multiple at a time; I found myself only to open 50~60 at a time with Legion+ though.
Using the search function on the top left. Search your weapons names, script names, beta name, or something like that. What to download? The skin31 textures are the 'same' as the regular textures as far as i can tell. So just download everything that has a standard name alongside a texture map extension. Much like
mgl_at
mgl_at_ao
mgl_at_cav
mgl_at_col
mgl_at_gls
mgl_at_nml
See how they sort of have a pattern? These are enough to fully texture the gun in Blender.
Optic Model | Optic In-game |
---|---|
geist
Grapple
ged
Phase Shift
drex
Cloak
jester
Stim
roog
A-Wall
reaper
Pulse Blade
stalker
Holo Pilot
_helmet
Helmet
_body
Body
_gear
Gear
_gauntlet
Gauntlet
_jumpkit
Jumpkit
_ghullie
Ghullie (CLOAK PILOTs)
deadbolt
Legion
locust
Ronin
raptor
Northstar
ajax
Ion
wraith
Tone
ogre
Scorch
vanguard
Monarch
hcog2
Hcog
acgs_sight
Acog
aog_sight
Aog
holo_reflex_sight_magnifier
Holo Reflex
pro_screen
Pro Screen
dcom
Default Sniper Scope
talon_optic
Sniper Scope 4x
suppressors
Suppressor
charge_rifle_optic
Threat Scope
long_range_optic_wonyeon
Threat Scope Sniper
From the R2RePak thread in #research chat in the Northstar Discord by Rika.
https://discord.com/channels/920776187884732556/987730053439827998/998777181624877166
Manual Installing VTF Skins.
In this article, we will be editing the path in a weapon's .mdl
file to modify the weapon skin to use a custom skin, and applying a custom skin using .vtf
and .vmt
files.
Locate your game folder and find this folder if you are on Origin:
Origin Games\Titanfall2\vpk\
Or this folder if you are on Steam:
Steam\steamapps\common\Titanfall2\vpk\
Copy these files and paste them in a backup folder somewhere else preferably a backup folder:
englishclient_mp_common.bsp.pak000_dir.vpk
client_mp_common.bsp.pak000_000.vpk
And client_mp_common.bsp.pak000_228
if you have used RSPNVPK for mods before.
Now that these files have been backed up and everything installed. Navigate to your game folder and extract this file:
\Titanfall2\vpk\englishclient_mp_common.bsp.pak000_dir.vpk
​Using: How to extract VPK's properly?
From your extracted vpk, navigate to the \models\weapons\
folder, and then to the folder of the gun you want to edit.
Start by creating a folder/file path on your desktop that has the same names as the common vpk (without the .vpk
extension), and replicating the file path that leads to the .mdl
files that are in:\englishclient_mp_common.bsp.pak000_dir\models\weapons\<gun name>
We are creating this path so that we can copy and repack the VPK using RSPNVPK
In this example, I will use the CAR smg, so I will copy the 2 .mdl
files to\englishclient_mp_common.bsp.pak000_dir\models\weapons\car101
Time to use the Hex Editor. I will be using HxD in this example.
We will be using a hex editor to adjust the weapons texture path to something we can work with/input our own textures.
To start, open your .mdl file in the hex editor. Using this, we can edit the file path for the factory skin, or for each non-paid weapon skins.
Once you've opened your file press CTRL+F and search for skin31
. If nothing shows up, then search for skin_31
. This is part of one of the paths that you can edit to change the skins. The 2 paths for the 2 skins are .models\WeaponsR2\<gun name>\<gun name>
and .models\WeaponsR2\<gun name>\<gun name>_skin31
/ .models\WeaponsR2\<gun name>\<gun name>_skin_31
You can have 2 custom skins per gun in the game. Editing \<gun name>
replaces the path used for the factory (default) skin, and \<gun name>_skin31
will replace the path for all of the non-paid skins.
Hex Editors work differently from normal text editing. It replaces instead of deleting then placing new characters. So click before the letter you want to change and press the key of the letter you now want.
We will make a simple change of changing the path from .models\Weapons_R2\car_smg\CAR_smg
to .models\weapons_r2\car_lmg\car_lmg
. The new path can be whatever you want , but to keep the gallery organized, we have a list of recommended names for each gun.
After you save your edits, the file will be saved and you will have a .mdl.bak
extension file. You can go ahead and delete the .mdl.bak
file, as it's just the previous version .mdl
.
Notice that we made the edited path lowercase. If you are using RSPNVPK, you need to use lowercase in the edited path.
Now that we have edited our paths, we can start the process of applying custom skins!
With our new paths for custom skins, we need to create the folders following said paths. In the same folder on your desktop, create the file path englishclient_mp_common.bsp.pak000_dir\materials\models\weapons_r2\<edited gun name>
.
For this example, the path would be englishclient_mp_common.bsp.pak000_dir\materials\models\weapons_r2\car_lmg
. Next, put a .vtf
file of your choice in the weapon folder (\car_lmg
). A Valve Texture Format (VTF) is a texture that the Source engine uses. That texture is used in our custom skin. If you don't have one, we have a few in the gallery. See below on how to get VTF's:
The .vtf
we will be using for an example is the Not Your Savior skin:
Now that we have our VTF(s) in our file system, We can create a Valve Material Type (VMT) file, which manages the .vtf
and applies it to the models. In the folder with your VTF, create a blank text document and name it the last string in the path that you edited with the .vmt
extension:
Note that if you want to change the skin31
or prime
paths, your .vmt
file will have to be the same number of characters. For ease of use, just use the name of the path (example .vmt
name: car_lmg_skin_31.vmt).
Next, we are going to create a small bit of code so the skin (.vtf
) is applied to the model. Open the .vmt
file in a text editor and copy the code below, replacing the values inside of <>
, and not using the .vtf
extension:
In our example, the code would be:
After you are done, save and that's it for the VMT. You can find more documentation about VMT's here: NoSkill VMT Documentation
After you are done with editing the .mdl
files and the .vmt
and .vtf
files, your folder on your desktop should look like this:
Make sure you have a backup of the vpks you are modding before continuing in case something breaks or you are not satisfied with the results
Now we are ready to compile our VPK. We will be using RSPNVPK. Copy the folder on your desktop from earlier and englishclient_mp_common.bsp.pak000_dir.vpk
from your game directory into the RSPNVPK directory:
Now drag and drop englishclient_mp_common.bsp.pak000_dir.vpk
onto the RSPNVPK.exe
. It should bring up a command prompt. Press ENTER
to start, and ENTER
when RSPNVPK tells you it is finished.
After the tool is finished, copy englishclient_mp_common.bsp.pak000_dir.vpk
and client_mp_common.bsp.pak000_228.vpk
into your game directory and you should be done!
Say thanks to YawdinXiro for creating a Not your Savior Showcase for the Wiki. Thanks YawdinXiro! (Note; due to different mods, the showcase video lighting is different. The skin wont look exactly like this for you.)
From the R2RePak thread in #research chat in the Northstar Discord by Spoon. This is the archive of the pseudo guide. Discord Message Link at the bottom of the page.
This is no longer the original guide. This is now an edited version of pseudo guide.
You can build it from https://github.com/ASpoonPlaysGames/RePak/tree/R2-not-bad.
or Download the from the Releases page on the Github; https://github.com/ASpoonPlaysGames/RePak/releases.
But this guide will use the names and files/folder found in the .zip below.
In the .zip you have RePak.exe and folders called "assets", "config", and "rpaks".
the "assets" folder is where you will put your folder/file structure and textures etc.
the "config" folder is where you will put the .json files which determine how the rpak is made
the "rpaks" folder is where RePak will put the rpaks once they have been made
In the folder with RePak.exe, make a .bat file, i called mine "pack_all.bat".
Inside the .bat put
Make the .json file, recommend config.json
but it doesn't matter.
Go into the .json file, and copy the following into it for now
if your output folder and your asset folder have different names, be sure to change the "assetsDir" and "outputDir" respectively
This is set up now to make a ronin nose art, you can change the paths in the .json to make it override other things. Included .zip removed everything but the _col map.
You can get the paths for things through Legion+.
For each entry in the json file, you need to make sure that the file exists in the assets folder so it can be packed.
Textures must be in .dds format, and with one of the following compression methods: DXT1 BC4U BC5U DX10
To pack your rpaks, run pack_all.bat
Here is the working test.
Take your rpak, and make your Northstar mod like normal, inside the Northstar mod, make a "paks" folder.
Within the "paks" folder, make a json file called rpak.json
.
put the following into the rpak.json:
if your rpak is called something other than common.rpak
make sure the json file reflects that
Drag and drop your rpak into the "paks" folder.
https://discord.com/channels/920776187884732556/987730053439827998/988111160786190386.
Glitch Loadscreen Change: https://discord.com/channels/920776187884732556/987730053439827998/988136914819354654
ReDecompress (decompress rpak files): https://github.com/IcePixelx/ReDecompress
From the pins in #skins-chat in the Northstar Discord by Creamy. This is the archive of the pseudo guide. Discord Message Link at the bottom of the page.
If you still have trouble pinpointing which texture are you looking at based on the avaible diagram, do the following:
Initiate search via: ctrl+f and paste in entire name of the texture (i.e. 0x4bf97eea964478bc)
This is what you are looking for: models\Weapons_R2\p2011_pstl\P2011_pstl_colpass.60156591C09BEEB1.matl | weapon Desc@000000000C63B61E size 0xD0 Data@000000000CD70D86 Ref: 0x4BF97EEA964478BC | _col <-- in our example this will be highlighted Ref: 0x421F263E6960457E | _nml Ref: 0x8439E7F9E1190442 | _gls Ref: 0xB0ECC3052B39F265 | _spc Ref: 0x7B8EFD2AC4A62D7 | _ilm Ref: 0x0 | UNK5 Ref: 0x0 | UNK6 Ref: 0x0 | UNK7 Ref: 0x0 | _bm Ref: 0x0 | UNK9 Ref: 0x0 | UNK10 Ref: 0x4712D838BB12430A | _ao Ref: 0x5BFB1A1096F39EC9 | _cav
and remember: col= color/diffuse map spc= specular map nml= normal map gls= glossiness map ilm= illumination/emmisive map ao= ambient occlusion map cav= cavity map
or This corrected and better texture map below!
https://discord.com/channels/920776187884732556/928271573977296957/933459114804260884.
very bad docs
From the R2RePak thread in #research chat in the Northstar Discord
saveDebugName does nothing for matls
uimgs = ui image atlas
ui is BC7U
https://discord.com/channels/920776187884732556/987730053439827998/998728801234206772https://discord.com/channels/920776187884732556/987730053439827998/998729837311184896https://discord.com/channels/920776187884732556/987730053439827998/996793988977807410
What else should i clarify?
This guide will go in order of files added. Make the folders or files needed.
Put your mod here. Either zipped or just a folder. Make sure to not have nested files. Refer to image for what nested folders look like:
Your icon.png
has to be 256x256 pixels in size. Be creative and put some effort into this. This is the first thing people see when browsing Thunderstore.
This is the name and description to your on when browsing the Thunderstore. Just make a manifest.json. To edit a .json files, open them in text editors. Version numbers are important if you plan to update the mod or patch your mod. You can keep dependencies empty if you are using the old uploader. Dependencies only matter if you upload using the new uploader.
Example .json:
After you click a mod. You'll see the mod page. Under the mod page you get to README.md. You get to customize this. Just make README.md file and open it in a text editor or use a website like: (https://markdownlivepreview.com/). Syntax here:(https://www.markdownguide.org/basic-syntax/). Put some effort into this because if it's unclear people won't download and ignore your mod. Look at S2ymi's mod pages for good examples (https://northstar.thunderstore.io/package/S2Mods/GlitchOverhaul/).
That is every part and what they do in a Thunderstore mod.
From the pins in #skins-chat in the Northstar Discord by Creamy. This is the archive of the pseudo guide. Discord Message Link at the bottom of the page.
https://discord.com/channels/920776187884732556/928271573977296957/932034576216375317
https://discord.com/channels/920776187884732556/928271573977296957/932034985244885003
Uploading a skin to https://northstar.thunderstore.io/.
Unzip the Template.zip
file.
Replace SKIN.zip
with you own skin.
This is found in Template\mods\SKIN_NAME\SKIN.zip
You can also rename the SKIN_NAME
folder to your preferred skin name.
In Template/mods/icon.png
replace icon.png
with your own icon named icon.png
.
icon.png
has to be 256x256 pixels in size.
This is the first thing people see when browsing Thunderstore.
If you need help with making this icon:
.md file types stand for Markdown. You can still edit these with standard text editors (like Notepad).
Transfer from website. Save. Done
To edit a .json files. Open them in text editors.
All you need to replace is "SKIN_NAME",
and "Description",
. Version number if you'd like.
Save. Done.
So it's like this:
Not like:
You should now have your own SKIN_NAME.zip
mod!
You CANNOT remove your mods once they are published onto Thunderstore.
sign in (i did github)
top left has upload
use old packer
do the requirements (skins, dds, nsfw if there is)
A guide on how to use Provoxin RGB V1.3 for team lights
Editing this way will not effect your game when running vanilla
Firstly you will need to have Provoxin RGB installed onto Northstar, I will assume you know how to install a Northstar mod or already have the mod installed.
Before we can do anything we will need a few tools, don't worry, you won't need to install anything. Open a color picker online alongside this converter.
If you have already disabled color cycling you can skip right to the next part
Open the Provoxin RGB mod folder (in \Titanfall2\R2Northstar\mods
) and open mod.json
you will see some switches, I'll walk you through the most important ones.
"Name": "rgb_ally_rainbow"
"DefaultValue": "1"
This controls whether or not allies will cycle through colors, here you're going to set the default value to "0"
"Name": "rgb_enemy_rainbow"
"DefaultValue": "1"
This controls whether or not enemies will cycle through colors, here you will also set the default value to "0"
Save the mod.json
Next we're going to need a color, open your color picker and choose any color, I'd advise to not use a very saturated color, darker colors work the best.
Once you've found the color you want to use in my case that would be "#336F2D" in hex and "51 111 45" in RGB, open the the hex/RGB to percent converter. Type in the hex or RGB code of your color into the converter, set "number of digits" to 3, and convert.
Click your way through the mod
folder until you find rgb.nut
. You will once again see a bunch of code, but what we're interested in are these two lines.
The "8" at the end of all the values are brightness, although it's best to leave it be
These lines are the default colors for all the the colorblind options for allies and enemies, these values are what we're going to be changing.
The values are in chronological order to the colorblind options in-game;
"0.34 0.59 0.86 8"
"0.8 0.25 0.15 8"
is "Off"
"0.24 0.50 0.96 8"
"0.89 0.78 0.0 8"
is "Protanopia"
"0.0 0.58 0.77 8"
"1.0 0.627 0.68 8"
is "Deuteranopia"
"0.28 0.52 0.97 8"
"0.82 0.74 0.06 8"
is "Tritanopia"
Simply replace the value of your desired colorblind option in rgb.nut
with the new values the converter spew out.
Aaaaand boom, now go on and enjoy your new beautiful lights! <3
Edited by Strykus, Titanfall2 SkinTool is a tool. This tool can apply Titan skins and Attachment skins.
Made by zxcPandora, Titanfall2 SkinTool is a Titanfall 2 and R5R tool with a UI to easily apply DDS skins that are formatted accordingly. This tool can apply weapon and pilot skins.
Skin Tool Dependency -
Made by greishuh/Gracious, Titanfall2 DDS Tool is a tool with cmd ui to more manually apply DDS weapon skins. Not recently updated.
Made by Bigspice, VTOL is a GUI tool that can do a WHOLE a lot of stuff. Although it's here because it can also install skins.
Made by Barnaby and p0358, Harmony VPK Tool is a GUI tool to view, extract, and repack Titanfall VPK's but 2x as fast than Titanfall VPK Tool below.
Made by cra0, Titanfall VPKTool is a GUI tool to view, extract, and repack Titanfall VPK's.
Repacking with VPKTool is not recommended.
Made by MrSteyk, RSPNVPK's main purpose are to repack Titanfall 2 VPK's. This is the recommended choice for repacking.
GUI and simple.
Command line tool and most powerful (has like 3 more functions)
Linux versions and most original.
One of my old macros.
Numpad1: Saves (CTRL+S)
Numpad2: Undo (CTRL+Z)
Numpad3: Reloads images in Blender with NodeWrangler (ALT+R)
Go to
It is recommended you use a previewer; either online or in a text editor. We can use for this.
You can also use for syntax for formatting.
Or look at the README.md published on Thunderstore: .
- Provoxin
- Taskinoz
- Squidgyberries
: Our Github repo that contains community uploaded resources/files.
: Github repo that contains plenty of FBX's, MDL's, OBJ's, and SMD's TF2 models, textures, weapon masks, and weapon scripts.
: An old Gitbook that has more step by step and in depth guides of creative creation of skins and materials.
: A Titanfall 2 Modding Gitbook.
: A Spinx Doc about Northstar Titanfall 2 Modding.
- Has Titanfall 2 shader link.
- Blender Layer Painter Add-on ()
- free, app, hold and view all your reference photos in one place