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RETRY Titanfall 2

About

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Wiki

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Guides

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Archives

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Nested mod in mods folder

DDS (rpak method)

Possibilities

All texture maps. Custom materials. Unlimited range. Mipmaps. UI.

Overview

This DDS rpak skinning method has three main processes.

Tools

Creating your custom textures.

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

Using RePak to create your rpak.

umm, here: .

Northstar mod implementation.

again, here: .

Creating your custom textures.
Using RePak to create your rpak.
Northstar mod implementation.
Getting a model into Blender
Exporting
https://r2northstar--64.org.readthedocs.build/en/64/guides/rpakmodding.html
https://r2northstar--64.org.readthedocs.build/en/64/guides/rpakmodding.html

Websites

TitanFall-2-Skin-Modding - Texture Github Repo

This is the one repo. Has pre-ripped assets. Installable default skins too.

- Tools and Resources

Tools and resources this repo is hosting on Github main branch.

RETRY main branch

Contributing

How to contribute.

Contributing

In case you feel like something is improper, incorrect, could be more detailed, or just want to add to the project. There is many ways you can contribute.

You can make a pull request at: .

You make an issue at: .

Or Contact us below!

https://github.com/SenorGeese/RETRY-TF2/pulls
https://github.com/SenorGeese/RETRY-TF2/issues
Contact

Legion Tools

Legion - RPAK Extractor/Model Converter

Created by DXZporter who is now retired. (mostly) Closed source. Original Legion. Recommended Legion for converting models for Blender (and i think exporting audio).

- RPAK Extractor/Model Converter

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).

Legion+

RETRY Wiki & Guides

Titanfall 2 Custom Skins & Textures Wiki & Guides.

Created & Maintained by: RETRY (community)

A community driven Custom Skin & Texture resource.

This Gitbook strives to provide accurate, and updated information about custom skins and textures for Titanfall 2 in a seperated manner of Wiki, Guides and Archives.

Wiki:

The Wiki is for a compiled list of useful information. Designed for fact checking and linking to resources.

Guides:

The Guide is for guiding people through a more step-by-step process. Designed for carrying someone through a process.

Archives:

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.

Thanks to Gitbook for hosting and providing a space for our wiki and providing us with Community Edition.

Link to this wiki:

Link to the Github:

Learn about Contributing, Contacting, and Credits below.

https://retryy.gitbook.io/tf2/
https://github.com/SenorGeese/RETRY-TF2
Contributing
Contact
Credits

Contact

How to contact.

Contacting us

If you want to contact us.

You can create an issue at: .

You can also find us in #skins-chat in the Northstar Discord server at this Permanent and Public link: or or

You can also join our Discord server at this Permanent and Public link:

https://github.com/SenorGeese/RETRY-TF2/issues
https://discord.gg/northstar
https://northstar.tf/discord
https://northstar.tf/
https://discord.gg/ce8HR7Ygvw

3D Editing

3D Editing:

Blender - "The Freedom to Create." (free, app)

  • - Has Titanfall 2 shader link.

  • - Blender Layer Painter Add-on ()

- "Substance becomes Adobe Substance" (paid, app)

BlenderSourceTools
SG_Shader.blend
Layer Painter
Github
Substance Painter

Color Tools

Colors:

Coolors - website, Color palette generator

- website, all you need color picker and converter

- itch.io, app, color picker for windows

- free, app, microsoft bloat that has many functions and a colorpicker

- website, converter, RGB/hex to percentage

- installable or portable app, open-source, screen capture app with color picker

Color Picker online
Color Pick
PowerToys
Hew's dev notes
ShareX

Tools

Titanfall Related Tools:

Tools that are directly for or can be used with Titanfall 2.

Websites

Custom skin related off-wiki resources or that one texture repo.

Skin Tools

Applications that are for installing or can install custom skins.

VPK Tools

Applications that are for working with vpks.

Legion Tools

Applications that are for viewing and exporting rpak assets.

- MDL Tool

- VTF Tool

- Source Color Picker Tool

- Source Decompiling and Compiling tool

- Model and texture ripper i think.

- dumping titanfall 2 audio

- Blender 2.93 importer for Titanfall .bsp files

- a mod that allows for HUD toggling

Not Titanfall 2 Related Tools:

Tools that are useful but not directly related to Titanfall 2, although some of the add-ons/plug-ins are directly Titanfall 2 related.

3D Editing

For 3D editing.

Image Editing:

For 2D editing.

Color Tools:

Tools to help with color related jobs.

General PC Tools:

Tools that are common for pc users.

Websites
Skin Tools
VPK Tools
Legion Tools
mdlshit
VTFEdit
SourceVMT - Color Tool
Crowbar
Ninja Ripper
Miles-10-Sound-Dumper
io_import_rbsp
Toggle HUD Mod
3D Editing
2D Editing
Color Tools
General PC Tools

Credits

A page to honor those that have put time into this community project and where we found our information.

Research and Documentation:

Thank to these awesome community members that put time and effort into creating an entire wiki and helping others about Modding.

People
Their Work

References and Information:

Name
Link

The end but not finalized. Come help!

SenorGoose

Wiki Editor, Founder

Nebustellar

Wiki Contributor

E3VL

Help

H0L0

Ideas, Help

NoSkill Gitbook

https://noskill.gitbook.io/titanfall2/

NoSkill Discord

https://discord.gg/sEgmTKg

Titanfall 2 Skin Creation Group Gitbook

https://titanfall-skin-group.gitbook.io/titanfall-2-skin-creation/

ModdingDocs

https://r2northstar.readthedocs.io/en/latest

Northstar Discord

https://discord.gg/northstar

Formats

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!

Formats:

2 kinds of skins (VTF format and DDS format)

VTF format

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

DDS format

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

Format's possibilities

Static, Single frame

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.

Moving texture, Single frame

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.

Animated texture, Multiple frames

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.

Transparency

Only available with VTF format. Transparency can be enabled in the the model's vmt. Example.

Refract Shader ('mirror')

Only available with VTF format. The refract shader can be apply to give the model a "refracted" look. Documentation here: )

Animated skins (VMT options)

  • Moving skins (VMT options)

  • Transparent skins (VMT options)

  • Limited view distance

  • No transparency

  • RePak RPAK DDS Skins

    • 'Unlimited' view distance

    • Transparency

  • https://developer.valvesoftware.com/wiki/Refract
    "Proxies"
        {
            "TextureScroll"
            {
                "texturescrollvar" "$baseTextureTransform"
                "texturescrollrate" "-0.03"
                "texturescrollangle" "180"
            }
        }
    "Proxies"
        {
            "AnimatedTexture"
            {
                "animatedTextureVar"	"$basetexture"
    			"animatedTextureFrameNumVar"	"$frame"
    			"animatedtextureFrameRate"	"2"
            }
        }
    $translucent 1
    Refract
    {
    	$normalmap ...
    	$dudvmap ...
    	$refracttint "[1 1 1]"
    	$refractamount .2
    }

    Skin Tools

    Skin tools and Skintools.

    Skin Tools (rpak method)

    Tool for DDS (rpak method). This is the best method for installing custom textures.

    RePak - rpak Building Tool

    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.

    - Skintool to rpak mod Converter

    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.

    Skintool (skintool method)

    Tools for DDS (skintool method). This is the worst method to get custom textures.

    2D Editing

    Image Editing:

    GIMP - Free, open-source

    - Paid, 55$ each, sales for 50%

    - Paid, adobe rootkits

    - Free, app (can DDS convert)

    - Free, website

    - Free, website

    For Converting to DDS

    - Free, Command-line, Can DDS convert

    - Free, GUI, can DDS convert, untested, weird sign in stuff

    - Free, GUI, can DDS convert, untested

    - Free, GUI, can DDS convert

    - Free, GUI, Can DDS convert

    Advocate
    Skintools (skintool method)
    VTF plug-in
    Affinity
    Adobe Photoshop
    Paint.net
    Gradient Mapping plug-in
    VTF plug-in
    Animation Helper
    Pixlr.com
    Photopea
    Texconv
    PVRTexTool
    DDS Converter
    NVIDIA Texture Tools Exporter
    Intel Texture Works Plugin for Photoshop

    Wikis

    NoSkill Modding Wiki

    Gitbook Wiki: https://noskill.gitbook.io/titanfall2/

    R2Northstar Northstar/Modding Wiki

    Spinx Wiki:

    Northstar Wiki

    Gitbook Wiki:

    RETRY Skin Modding Wiki

    Gitbook Wiki:

    Titanfall 2 Custom Skin Creation Wiki

    Gitbook Wiki:

    General PC Tools

    Compress/Decompress:

    For compressing or decompressing files.

    7z - free, software (Recommended)

    - free (if you don't pay/donate), software

    - free, open source, untested, software

    Screen Capture:

    - free, installable or portable app, local or web-hosted, image-editable.

    - free, installable or portable app, open-source, local or web-hosted, image-editable, with more/other tools. (sharex sometimes has problems registering you printscreen key)

    Text Editing:

    - free, app, text editor (if notepads was upgrade to lvl 69420)

    - free, app, code editor (related to mircosoft)

    - free, app, code editor

    Scripting:

    - free, software, simple coding language (based around macros?)

    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

    https://r2northstar.readthedocs.io/en/latest/
    https://r2northstar.gitbook.io/r2northstar-wiki/
    https://retryy.gitbook.io/tf2/
    https://titanfall-skin-group.gitbook.io/titanfall-2-skin-creation/

    \: Stop the script

    WinRAR
    PeaZip
    Greenshot
    ShareX
    Notepad++
    VSCode
    Atom
    Autohotkey
    Numpad1::send {ctrl down}{s down}{ctrl up}{s up}
    return
    Numpad3::send {alt down}{r down}{alt up}{r up}
    return
    Numpad2::send {ctrl down}{z down}{ctrl up}{z up}
    return
    ]::Suspend
    return
    \::ExitApp

    References

    VPK Tools

    Harmony VPK Tool - VPK Tool

    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.

    - VPK Tool

    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.

    's - VPK Tool

    Made by MrSteyk, RSPNVPK's main purpose are to repack Titanfall 2 VPK's. This is the recommended choice for repacking.

    • - Provoxin

      • GUI and simple.

    • - Taskinoz

    Command line tool and most powerful (has like 3 more functions)
  • RSPNVPK - Squidgyberries

    • Linux versions and most original.

  • Titanfall VPK Tool
    RSPNVPK
    RSPNVPK-GUI
    RSPNVPK

    Troubleshooting

    Troubleshooting for Installing Custom Skins.

    General Troubleshooting

    Northstar Skin mods

    If the skin is reactive, animated or does something special outside of just basic textures, it's probably installed as a Northstar mod. Check the skin to see if it says to be installed as a mod.

    This includes the custom models such as the Cat ears. They are installed as Northstar mods.

    You don't need the skin tool for these Northstar mods.

    So just disable the mod.

    DDS (skintool method)

    TF2 or Northstar is running. Close it.

    Pretty simple. We cannot overwrite data in the starpak if it's busy being used by the game.

    Close out of the game.

    Integrated Graphics

    You just can't use custom skins, as it requires Texture Streaming.

    This is likely because you are using a laptop, but not all laptops are the same. Some laptops will have dedicated GPU's which allow for Texture Streaming.

    TF2 Video Settings
    NVIDIA Control Panel Settings

    *If you have a Nvidia graphics card.*

    Broken autoexec.cfg Commands

    Some autoexec.cfg commands can break or increase chance of breaking custom DDS skins.

    This is pretty rare. I've only heard of this issue happening 4 times.

    In order to fix;

    Overlapping Skins

    On certain DDS skins some textures are not included in the release version of the skin resulting in textures from the previous skin not being fully overwritten.

    Check that your 'Texture Filtering' is set to at least 'Anisotropic 8x' (preferably 'Anisotropic 16X').
  • autoexec.cfg
  • IF THIS DOESN'T WORK. Please share your commands to me for testing but we can get this to work.

    • Copy and paste the commands you want or understand what they do.

    Minimize the chance of corruption. If not. Just paste the necessities.

    IF DOESN'T WORK AGAIN.

    • Use a blank autoexec.cfg file.

    If your skins still do not work. Your autoexec.cfg is not the issue.

  • If this does not work double check if everything installed correctly, if all appears to be good there may be an issue with the skin itself.

    https://github.com/BigSpice/TitanFall-2-Skin-Modding

    Installing

    Installing Custom Skins.

    Installing DDS formatted skins (Worst)

    DDS (skintool method)

    Installing VTF formatted skin (Difficult)

    VTF (vpk method)

    Tables

    Data to locate what you need within game files.

    Internal Names:

    Pilot Model
    Pilot In-game

    geist

    Grapple

    Pilot Model Part
    Pilot Part
    Titan Model
    Titan In-game
    Optic Model
    Optic In-game

    _ghullie

    Ghullie (CLOAK PILOTs)

    ogre

    Scorch

    vanguard

    Monarch

    dcom

    Default Sniper Scope

    talon_optic

    Sniper Scope 4x

    suppressors

    Suppressor

    charge_rifle_optic

    Threat Scope

    long_range_optic_wonyeon

    Threat Scope Sniper

    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

    deadbolt

    Legion

    locust

    Ronin

    raptor

    Northstar

    ajax

    Ion

    wraith

    Tone

    hcog2

    Hcog

    acgs_sight

    Acog

    aog_sight

    Aog

    holo_reflex_sight_magnifier

    Holo Reflex

    pro_screen

    Pro Screen

    Skintools (skintool method)

    SkinTool Dependency - .NET Framework 4.8

    Titanfall2 SkinTool - DDS Skin tool (recommended)

    Edited by Strykus, Titanfall2 SkinTool is a tool. This tool can apply Titan skins and Attachment skins. Recommended.

    - Northstar Download Manager

    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.

    - DDS Skin tool

    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.

    - DDS Skin tool

    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.

    Texture Maps

    New/Corrected Texture Map:

    Created by RETRY.

    Color Map:

    Common names: Color, Base, col, or Diffuse. Titanfall 2 name: "col" or color map.

    This map is for defining color.

    Glossiness:

    Common names: Glossiness, Gloss, gls. Titanfall 2 name: "gls" or gloss map.

    This map defines concentrated 'shine' or light scattering.

    Specular:

    Common names: Specular, spec, or spc. Titanfall 2 name: "spc" or specular.

    This map defines your metallic-ness.

    Roughness:

    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.

    Ambient Occlusion:

    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.

    Normal:

    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.

    Illumination(Emission):

    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.

    Cavity:

    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.

    Height:

    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."

    yuh

    Explaining the 3 different types of custom skins methods.

    The Context

    IF YOU DONT READ THIS, I'll kill BT a third time.

    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.

    There is 3 types of custom skinning methods.

    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.

    The Comparison

    Time to compare these common traits, so you can identify the type of skin you're trying to use.

    DDS (rpak method)

    You'll usually get these from the #skin-collection Discord channel or on .

    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.

    Checking for DDS (rpak method)

    Check the mod advertisement.

    A good modder will have context on their mod download/advertisement. Check for "installed as a mod", "mod", "thunderstore mod".

    Installed like any other Northstar mod.

    They should appear like the common Northstar mod.

    • author.modSkinName

      • paks, mods, or vpk folder inside

      • mod.json

    Example:

    Should appear in 'mods' list inside Northstar.

    They should appear like the common Northstar mod.

    • author.modSkinName

    If you still need more clarification.

    • 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.

    DDS (skintool method)

    Installed with a "skintool".

    Checking for DDS (skintool method)

    SkinTool

    The "skintool"s we are talking about are

    • Strykus's Fork skintool:

    • zxcPandoras skintool:

    Images of skintools UI (there is no visual difference between the two)

    Skin

    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.

    Useto 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)

    VTF (vpk method)

    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 .

    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.

    DDS (skintool method)

    For Troubleshooting, Go to the page link below.

    Troubleshooting

    Remember to backup pc_stream.starpak incase you want to delete your skins.

    #1 Direct Xeon Polished Skin Installion Video

    Use and not .

    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.

    #2 Catbug's Text & ScreenShot Tutorial

    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: . Download SkinTool-User-ENG.zip

    The final download is a skin from #custom-skins-collection in our , 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

    #3 Complete Skin Guide(Creation and Application):

    VTOL
    Titanfall2 SkinTool
    Titanfall2 DDS Tool
    Video using Gracious tool.
    VTF (vpk method)

    Installed manually or as mod. These are the animated and moving skins.

    DDS (rpak method)
    DDS (skintool method)
    Thunderstore
    https://github.com/Strykus/Titanfall2-SkinTool
    https://github.com/zxcPandora/Titanfall2-SkinTool
    Advocate
    NoSkill guide
    Custom skin with proper installation label.
    Average rpak skin Northstar mod.
    CAR_smg
    CAR_smg
    CAR_smg
    CAR_smg
    CAR_smg (clean export)
    CAR_smg (enable blue channel)
    CAR_smg
    CAR_smg
    Stryukus's skintool
    zxcPandoras skintool
    https://github.com/zxcPandora/Titanfall2-SkinTool/releases
    Discord

    VTF (manual modding)

    TLDR

    There isn't a tool.

    There won't be a tool.

    If you need vtf skins. Mod them yourselves. Docs found here:

    and

    or

    Graphics

    (Updated) Texture Map:

    Taking apart Thunderstore Mod:

    this garbage https://r2northstar.readthedocs.io/en/latest/guides/VTFModding.html

    Lore?

    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.

    VTF (vpk method)
    https://r2northstar--67.org.readthedocs.build/en/67/guides/VTFModding.html
    VTF (vpk method)

    Nested mod in mods folder:

    Finding Northstar mod inside Thunderstore mod:

    Proper mod installation:

    Nested mod in mods folder
    Proper Mod Installation

    Proper Mod Installation

    Uninstalling

    Skin tool installed skins

    Installing default skins

    You can install the default skins to essentially reset your skins.

    Navigate to Github folder and download the requested skins you want to reset.

    Then just install the default skin as any other skin.

    Replacing pc_stream.starpak

    If you created a backup of pc_stream.starpak before installing skins. You can just replace pc_stream.starpak in /Titanfall2/r2/paks/Win64/ .

    Northstar Mod skins

    VTOL Mod disable

    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)

    Disrupt mod.json

    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.

    Manual VTF skins

    If you're doing this, why? Anyways, just replace the model you edited. Should repath correctly again.

    Titanfall-2-Modding
    Working mod
    Disabled mod

    Modding

    Modding in Custom Textures.

    DDS (rpak method) (Best)

    DDS (rpak method)

    DDS (skintool method) (Worst)

    DDS (skintool method)

    VTF (vpk method) (Difficult)

    VTF (vpk method)

    Exporting Textures

    1. RETRY Wiki

    Getting a model into Blender

    Part of the process includes exporting textures.

    2. NoSkill Wiki

    Working Materials Examples

    Normal Material

    World Material

    beta_pulse.json
    {
        "name": "betapulse",
        "assetsDir": "E:/titanfall/projects/rpak/repak/assets",
        "outputDir": "E:/titanfall/projects/rpak/repak/rpaks",
    	"version": 7,
        "files":[
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_col",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
                "$type":"matl",
    			"version":12,
    			"type": "fix",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_colpass",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"shaderset": "uberAoCavEmitEntcolmeSamp2222222_fix",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav" ],
    			"visibilityflags": "colpass",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56000020",
    			"width": 4096,
    			"height": 2048,
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "fix",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"colpass": "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_colpass",
    			"shaderset": "uberAoCavEmitEntcolmeSamp2222222_fix",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav" ],
    			"visibilityflags": "opaque",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56000020",
    			"width": 4096,
    			"height": 2048,
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "skn",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_colpass",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"shaderset": "uberAoCavEmitEntcolmeSamp2222222_skn",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav" ],
    			"visibilityflags": "colpass",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56000020",
    			"width": 4096,
    			"height": 2048,
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "skn",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"colpass": "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_colpass",
    			"shaderset": "uberAoCavEmitEntcolmeSamp2222222_skn",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav" ],
    			"visibilityflags": "opaque",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56000020",
    			"width": 4096,
    			"height": 2048,
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_col",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_msk",
    			"starpakpath": "betapulse_hotswap.starpak",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/models/camo_skins/camo_skin01_col",
    			"saveDebugName": true	
    		},
    		{
                "$type":"matl",
    			"version":12,
    			"type": "fix",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"shaderset": "uberAoCavEmitDetovrDtmEntcolmeUV2000000010Samp222222222_fix",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav",
    			"",
    			"texture/models/camo_skins/camo_skin01_col",
    			"",
    			"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_msk" ],
    			"visibilityflags": "colpass",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56040020",
    			"width": 4096,
    			"height": 2048,
    			"uv1transform": [4.0, 0.0, -0.0, 4.0, 0.0, 0.0],
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "fix",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"colpass": "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass",
    			"shaderset": "uberAoCavEmitDetovrDtmEntcolmeUV2000000010Samp222222222_fix",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav",
    			"",
    			"texture/models/camo_skins/camo_skin01_col",
    			"",
    			"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_msk" ],
    			"visibilityflags": "opaque",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56040020",
    			"width": 4096,
    			"height": 2048,
    			"uv1transform": [4.0, 0.0, -0.0, 4.0, 0.0, 0.0],
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "skn",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"shaderset": "uberAoCavEmitDetovrDtmEntcolmeUV2000000010Samp222222222_skn",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav",
    			"",
    			"texture/models/camo_skins/camo_skin01_col",
    			"",
    			"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_msk" ],
    			"visibilityflags": "colpass",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56040020",
    			"width": 4096,
    			"height": 2048,
    			"uv1transform": [4.0, 0.0, -0.0, 4.0, 0.0, 0.0],
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            },
    		{
                "$type":"matl",
    			"version":12,
    			"type": "skn",
    			"subtype": "",
    			"surface": "default",
                "path":"models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31",
    			"materialrefs": [ "code_private/depth_shadow", "code_private/depth_prepass", "code_private/depth_vsm" ],
    			"colpass": "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass",
    			"shaderset": "uberAoCavEmitDetovrDtmEntcolmeUV2000000010Samp222222222_skn",
    			"textures":[ "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_col",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_nml",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_gls",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_spc",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_02_ilm",
                "",
                "",
                "",
                "",
                "",
                "",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_ao",
                "texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_03_cav",
    			"",
    			"texture/models/camo_skins/camo_skin01_col",
    			"",
    			"texture/models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_msk" ],
    			"visibilityflags": "opaque",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "56040020",
    			"width": 4096,
    			"height": 2048,
    			"uv1transform": [4.0, 0.0, -0.0, 4.0, 0.0, 0.0],
    			"albedotint": [ 1.0, 1.0, 1.0],
    			"emissivetint": [ 1.0, 1.0, 1.0]
    			
            }
        ]
    }
    world_test.json
    {
        "name": "worldtest",
        "assetsDir": "E:/titanfall/projects/rpak/repak/assets",
        "outputDir": "E:/titanfall/projects/rpak/repak/rpaks",
    	"version": 7,
        "files":[
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_02_col",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/detail_warp01",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_02_gls",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_02_spc",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_02_opa",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/water_droplets_01_col",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/water_droplets_03_nml",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_03_bm",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_03_col",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_03_nml",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_03_gls",
    			"saveDebugName": true	
    		},
    		{
    			"$type": "txtr",
    			"path":	"texture/world/timeshift/windows/ts_window_destroyed_03_spc",
    			"saveDebugName": true	
    		},
    		{
                "$type":"matl",
    			"type": "wld",
    			"subtype": "",
    			"surface": "glass",
    			"surface2": "glass",
                "path":"world/timeshift/windows/ts_window01_dark_cracked_bm",
    			"materialrefs": [ "", "", "" ],
    			"shaderset": "uberLyrDetallOpamDetDtnTransUV4010002200000Samp222222222222_wld",
    			"textures":[ "texture/world/timeshift/windows/ts_window_destroyed_02_col",
    						"texture/world/timeshift/windows/detail_warp01",
    						"texture/world/timeshift/windows/ts_window_destroyed_02_gls",
    						"texture/world/timeshift/windows/ts_window_destroyed_02_spc",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"texture/world/timeshift/windows/ts_window_destroyed_02_opa",
    						"texture/world/timeshift/windows/water_droplets_01_col",
    						"texture/world/timeshift/windows/water_droplets_03_nml",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"",
    						"texture/world/timeshift/windows/ts_window_destroyed_03_bm",
    						"texture/world/timeshift/windows/ts_window_destroyed_03_col",
    						"texture/world/timeshift/windows/ts_window_destroyed_03_nml",
    						"texture/world/timeshift/windows/ts_window_destroyed_03_gls",
    						"texture/world/timeshift/windows/ts_window_destroyed_03_spc" ],
    			"visibilityflags": "transparent",
    			"faceflags": "6",
    			"flags": "1D0300",
    			"flags2": "72000002",
    			"width": 512,
    			"height": 512,
    			"albedotint": [ 1.0, 0.0, 0.0, 1.0 ]
    			
            }
        ]
    }

    DDS (skintool method)

    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

    Pseudo Guide

    Resources for manual modding for DDS skins.

    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

    Getting a model into Blender

    Video and Wiki Interlaced Guide.

    This is new.

    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:

    Prerequisites:

    Required Tools:

    On a separate tab head to:

    Download these tools from each category.

    Titanfall

    • Titanfall VPK Tool

    • Legion

    • Legion+

    3D Models

    • Blender

      • Blender Source Tool

      • S/G Shader

    You should have 6 tools/files.

    1. blender_source_tools_3.2.2.zip

    2. blender-x.x.x-windows-x64.msi

    3. Legion+x.x.x.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.

    0:00 - 0:53 Downloading Files/Tools

    Downloading all required tools and files (the prerequisites listed above).

    0:55 - 1:03 Unpack the Files

    Expecting you to unpack the file yourself lol.

    1:21 - 1:43 VPKTool - Open VPK

    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 .

    1:46 - 2:08 VPKTool - Extract 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.

    2:20 - 3:14 Organizing Tools

    Organizing tools because i'm better than you.

    3:16 - 3:55 Legion - Settings SMD

    Bottom right on Legion press the red outlined 'Settings' button to Change the 'Export Format' to 'Valve SMD'.

    4:00 - 4:45 Legion - Converting .mdl

    Find your desired model and drag & drop onto Legion (after pressing and opening the 'Titanfall 2' button.

    4:50 - 5:16 Legion+ - Locate common.rpak

    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.

    5:22 - 6:00 Legion+ - Find/Extract Textures

    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

    See how they sort of have a pattern? These are enough to fully texture the gun in Blender.

    LegionReleasev2.43.zip
  • SG_Shader.blend

  • Titanfall_VPKTool3.4_Portable.zip

  • mgl_at_col
  • mgl_at_gls

  • mgl_at_nml

  • https://noskill.gitbook.io/titanfall2/start-modding/modding-intro/tools

    Very bad docs

    very bad docs

    The real RePak docs:

    Quick Notes:

    From the R2RePak thread in #research chat in the Northstar Discord

    saveDebugName does nothing for matls

    Ui related:

    uimgs = ui image atlas

    ui is BC7U

    Discord Message Links:

    Exporting Models

    1. RETRY Wiki

    Part of the process includes exporting and using a model.

    2. NoSkill Wiki

    Process of exporting, using, and texturing weapon or just a small text tutorial about using Legion.

    Getting a model into Blender
    https://discord.com/channels/920776187884732556/987730053439827998/998728801234206772
    https://discord.com/channels/920776187884732556/987730053439827998/998729837311184896
    https://discord.com/channels/920776187884732556/987730053439827998/996793988977807410

    Exporting

    About exporting assets from Titanfall 2.

    Exporting Textures

    Exporting Textures

    Exporting Models

    Exporting Models

    Provoxin RGB | V1.5.1

    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.

    Disabling color cycling

    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.

    Changing the colors

    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.

    Example

    rgb_ally_color 19 35 123 8

    rgb_enemy_color 235 27 48 12

    Enjoy your new pretty lights <3

    VTF (vpk method)

    Manual Installing VTF Skins.

    Introduction

    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.

    Preparation

    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.

    Unpacking

    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?

    Retrieving files to edit

    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

    Editing .mdl's with a Hex Editor

    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.

    The green underline is the factory skin, and the red underline is the non-paid camos (skin31)

    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!

    VTF's and VMT's

    VTF

    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:

    90notyoursavior.vtf

    VMT File (managing file)

    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:

    First layer in replacement directory

    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

    Setting up and using RSPNVPK

    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:

    Main 'menu' of RPSNVPK

    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.

    Starting Prompt before pressing Enter

    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!

    Final Product?

    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.)

    Wew so pretty!!
    "VertexlitGeneric"
    {
    	$basetexture "models\weapons_r2\<gun name>\<vtf name>"
    }
    "VertexlitGeneric"
    {
    	$basetexture "models\weapons_r2\car_lmg\90notyoursavior"
    }

    RePak

    Type List

    From the R2RePak thread in #research chat in the Northstar Discord by Rika.

    Discord Message Link:

    https://discord.com/channels/920776187884732556/987730053439827998/998777181624877166

    type list:
    	version 12:
    		gen: the only known use of this is for loadscreens.
    		wld: used for map/world materials.
    		fix: unsure what this does but in titanfall 2 most materials have a 'fix' counterpart, probably something to do with rendering?
    		rgd: not officially supported in tf|2.
    		skn: this is what models use, so pilots, guns, etc.
    		
    	version 16:
    		sknp: todo
    		wldc: todo
    		gen: todo
    	
    	usage:
    		"type": "string"
    	
    note: most subtypes are cut because they're no longer needed.
    subtype list:
    	fix:
    		nose_art: used for nose art on titans.
    	skn:
    		nose_art: used for nose art on titans.
    		
    		usage:
    			"subtype": "string"
    
    visibilityflags:
    	opaque: your material will be opaque.
    	transparent: your material will be transparent, required for nose art.
    	colpass: use this if it's a colpass material.
    	none: use this if it's a loadscreen material.
    	
    	usage:
    		"visibilityflags": "string"
    	
    faceflags:
    	6: normal outward drawing faces
    	7: outward drawing faces, but wireframe.
    	16: this is used for nose art.
    	
    	usage:
    		"faceflags": "HexAsString"
    	
    flags:
    	I would avoid messing with these. However, for the daring see below.
    		normal materials: 1D0300
    		loadscreens: 50300
    		
    		usage:
    			"flags": "HexAsString"
    			
    flags2:
    	very important stuff. just ask and I will help with the values.
    	
    	usage:
    		"flags2": "HexAsString"
    	
    emissivetint:
    	this is needed if you wish to have an emissive texture, the format is as follows:
    		"emissivetint": [rFloat, gFloat, bFloat, aFloat]
    
    albedotint:
    	this is set to all '1.0' by default, only change this if you want to adjust the color, the format is as follows:
    		"albedotint": [rFloat, gFloat, bFloat, aFloat]
    		
    uv1transform:
    	if you are making a material with a detail/camo texture, the format is as follows:
    		"uv1transform": [xScaleFloat, unkFloat, rotationFloat, yScaleFloat, xTransformFloat, yTransformFloat]
    		
    surface:
    	the surface for the material, see scripts/surfaceproperties.txt (titanfall 2) or scripts/surfaceproperties.rson (apex) for a valid surface list.
    	
    	usage:
    		"surface": "string"
    		
    surface2:
    	the same as surface but for edge cases where a secton surface is needed, same list applies.
    	
    	usage:
    		"surface2": "string"
    		
    height:
    	the height of the material.
    	
    	usage:
    		"height": Number
    		
    width:
    	the width of the material.
    	
    	usage:
    		"width": Number
    		
    path:
    	the path of the material, if replacing an existing one this must match said material.
    	
    	usage:
    	 "path": "string"
    	 
    	example path: "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31"
    	 
    colpass:
    	the colpass for the material, the path should be the same as whatever you intend to use as your colpass.
    	
    	usage:
    		"colpass": "string"
    		
    	example path: "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass"
    		
    textures:
    	this is an array containing strings for the textures you want to use, these must be valid, existing textures within the rpak you a creating.
    	there is a certain format to the texture array depending on what you are trying to do and what textures you are using, see below:
    	
    		slot1 _col
    		slot2 _nml 
    		slot3 _gls/_exp
    		slot4 _spc
    		slot5 _ilm
    		slot6 never used
    		slot7 never used
    		slot8 never used
    		slot9 never used
    		slot10 never used
    		slot11 never used
    		slot12 _ao
    		slot13 _cav/cvt
    		slot14 _opa
    		slot15 detail/camo
    		slot16 _dm_nml/_nml detail normal map
    		slot17 _msk detail texture mask
    		slot18 special use case
    		slot19 special use case
    		slot20 special use case
    		slot21 never used
    		slot22 never used
    		the following are used on blend materials, for maps only. it is a second texture to blend into the main one.
    		slot23 _bm blendmap
    		slot24 _col
    		slot25 _nml 
    		slot26 _gls/_exp
    		slot27 _spc
    		
    	so, for a material noramlly used on pilots the texture array will look like:
    		"textures":[ "_col",
    					"_nml",
    					"_gls",
    					"_spc",
    					"_ilm",
    					"",
    					"",
    					"",
    					"",
    					"",
    					"",
    					"_ao",
    					"_cav" ]
    

    Provoxin RGB | V1.3 (Outdated)

    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.

    Disabling Color cycling

    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

    Changing the colors

    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

    Remove any special characters when typing in your values
    wew so pretty!
    rgb.nut
    const array<string> DEFAULT_ALLY_COLORS = [ "0.34 0.59 0.86 8", "0.24 0.50 0.96 8", "0.0 0.58 0.77 8", "0.28 0.52 0.97 8" ];
    const array<string> DEFAULT_ENEMY_COLORS = [ "0.8 0.25 0.15 8", "0.89 0.78 0.0 8", "1.0 0.627 0.68 8", "0.82 0.74 0.06 8" ];

    Hex locating textures.

    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.

    Content:

    If you still have trouble pinpointing which texture are you looking at based on the avaible diagram, do the following:

    1. Go to: https://web.archive.org/web/20210725135838/https://gist.githubusercontent.com/mrsteyk/f9f853d93139cd395c1a49ab24b17b3d/raw/fdae77196a8f861c03373b243573096bd88406c0/common.rpak.log

    2. Initiate search via: ctrl+f and paste in entire name of the texture (i.e. 0x4bf97eea964478bc)

    3. 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

    4. 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!

    Discord Message Link:

    .

    https://discord.com/channels/920776187884732556/928271573977296957/933459114804260884

    How to use R2RePak

    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.

    Setting things up

    1 ) Get R2RePak.

    You can build it from .

    or Download the from the Releases page on the Github; .

    But this guide will use the names and files/folder found in the .zip below.

    2 ) RePak Folders

    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

    3 ) pack_all.bat (included)

    In the folder with RePak.exe, make a .bat file, i called mine "pack_all.bat".

    Inside the .bat put

    Making your rpaks

    1 ) Make config.json

    Make the .json file, recommend config.json but it doesn't matter.

    2 ) Copy and paste

    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+.

    3 ) Use your textures

    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

    4 ) Packing your rpak

    To pack your rpaks, run pack_all.bat

    5) Resources

    Here is the working test.

    Making the Northstar mod

    1 ) Northstar mod set up

    Take your rpak, and make your Northstar mod like normal, inside the Northstar mod, make a "paks" folder.

    2 ) Make rpak.json

    Within the "paks" folder, make a json file called rpak.json .

    3 ) Copy and paste in 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

    4 ) Drag & Drop

    Drag and drop your rpak into the "paks" folder.

    Discord Message Link:

    .

    Things that might be useful:

    Glitch Loadscreen Change:

    ReDecompress (decompress rpak files):

    https://github.com/ASpoonPlaysGames/RePak/tree/R2-not-bad
    https://github.com/ASpoonPlaysGames/RePak/releases
    91KB
    RePak-edited-1.0.0.zip
    archive
    Open
    148KB
    RePak-guide-1.0.0.rar
    Open
    67KB
    dev-RePakTest.rar
    Open
    This guides Included Test .rar file.
    139KB
    RPak.Tests.zip
    archive
    Open
    Included Test .zip file (doesn't belong to this guide)
    https://discord.com/channels/920776187884732556/987730053439827998/988111160786190386
    https://discord.com/channels/920776187884732556/987730053439827998/988136914819354654
    https://github.com/IcePixelx/ReDecompress
    for %%i in ("%~dp0config\*") do "%~dp0RePak.exe" "%%i"
    pause
    {
        "name":"common",
        "assetsDir":"../assets",
        "outputDir":"../rpaks",
        "files":[
            {
                "$type":"txtr",
                "path":"texture/models/titans_r2/light_ronin/nose_art/nose_art_v14/t_l_ronin_nose_art_v14_col",
                "saveDebugName": false
            },
            {
                "$type":"txtr",
                "path":"texture/models/titans_r2/light_ronin/nose_art/nose_art_v14/t_l_ronin_nose_art_v14_opa",
                "saveDebugName": false
            }
            ,
            {
                "$type":"txtr",
                "path":"texture/models/titans_r2/light_ronin/nose_art/nose_art_v14/t_l_ronin_nose_art_v14_gls",
                "saveDebugName": false
            }
            ,
            {
                "$type":"txtr",
                "path":"texture/models/titans_r2/light_ronin/nose_art/nose_art_v14/t_l_ronin_nose_art_v14_spc",
                "saveDebugName": false
            }
        ]
    }
    {
        "Preload": {
            "common.rpak": true
        }
    }

    Adjusting left uv's.

    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.

    Content:

    Also by Creamy

    Discord Message Links:

    https://discord.com/channels/920776187884732556/928271573977296957/932034576216375317
    https://discord.com/channels/920776187884732556/928271573977296957/932034985244885003

    Tools(old)

    Titanfall-Related Tools:

    Titanfall2 SkinTool - DDS Skin tool (recommended)

    Edited by Strykus, Titanfall2 SkinTool is a tool. This tool can apply Titan skins and Attachment skins.

    - DDS Skin tool

    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 -

    - DDS Skin tool

    Made by greishuh/Gracious, Titanfall2 DDS Tool is a tool with cmd ui to more manually apply DDS weapon skins. Not recently updated.

    - Northstar Download Manager

    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.

    - VPK Tool

    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.

    - VPK Tool

    Made by cra0, Titanfall VPKTool is a GUI tool to view, extract, and repack Titanfall VPK's.

    Repacking with VPKTool is not recommended.

    's - VPK Tool

    Made by MrSteyk, RSPNVPK's main purpose are to repack Titanfall 2 VPK's. This is the recommended choice for repacking.

    • - Provoxin

      • GUI and simple.

    • - Taskinoz

    - RPAK Extractor/Model Converter

    - RPAK Extractor/Model Converter

    - VTF Tool

    - Source Color Picker Tool

    - Source Decompiling and Compiling tool

    - Model and texture ripper i think.

    - dumping titanfall 2 audio

    - Blender 2.93 importer for Titanfall .bsp files

    - a mod that allows for HUD toggling

    Titanfall-Related Resources:

    : 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.

    Not Titanfall-Related:

    3D Editing:

    - "The Freedom to Create." (free, app)

    • - Has Titanfall 2 shader link.

    • - Blender Layer Painter Add-on ()

    - "Substance becomes Adobe Substance" (paid, app)

    Image Editing:

    - Free, open-source

    - Paid, 50$ each, sales for 50%

    - Paid, adobe rootkits

    - Free, app

    - Free, website

    - Free, website

    - Free, Command-line, Can DDS convert

    - Free, GUI, can DDS convert, untested, weird sign in stuff

    - Free, GUI, can DDS convert, untested

    - Free, GUI, can DDS convert

    - Free, GUI, Can DDS convert

    Colors:

    - website, Color palette generator

    - website, all you need color picker and converter

    - itch.io, app, color picker for windows

    - free, app, microsoft bloat that has many functions and a colorpicker

    - website, converter, RGB/hex to percentage

    Other:

    - free, app, creates small efficient videos

    - free, app, hold and view all your reference photos in one place

    General:

    - free, software, packing and unpacking files.

    - free, app, text editor (if notepads was upgrade to lvl 69420)

    - free, app, local or web-hosted, image-editable, screenshot software.

    - free, app, code editor

    - free, software, simple coding language (based around macros?)

    One of my old macros.

    • Numpad1: Saves (CTRL+S)

    • Numpad2: Undo (CTRL+Z)

    • Numpad3: Reloads images in Blender with NodeWrangler (ALT+R)

    Command line tool and most powerful (has like 3 more functions)
  • RSPNVPK - Squidgyberries

    • Linux versions and most original.

  • Titanfall2 SkinTool
    .NET Framework 4.8
    Titanfall2 DDS Tool
    Video using Gracious tool.
    VTOL
    Harmony VPK Tool
    Titanfall VPK Tool
    RSPNVPK
    RSPNVPK-GUI
    RSPNVPK
    Legion
    Legion+
    VTFEdit
    SourceVMT - Color Tool
    Crowbar
    Ninja Ripper
    Miles-10-Sound-Dumper
    io_import_rbsp
    Toggle HUD Mod
    RETRY-TF2 (main branch)
    Titanfall-2-Skin-Modding
    Titanfall 2 Skin Creation Guide Gitbook
    NoSkill Gitbook
    ModdingDocs
    Blender
    BlenderSourceTools
    SG_Shader.blend
    Layer Painter
    Github
    Substance Painter
    GIMP
    VTF plug-in
    Affinity
    Adobe Photoshop
    Paint.net
    Gradient Mapping plug-in
    VTF plug-in
    Animation Helper
    Pixlr.com
    Photopea
    Texconv
    PVRTexTool
    DDS Converter
    NVIDIA Texture Tools Exporter
    Intel Texture Works Plugin for Photoshop
    Coolors
    Color Picker online
    Color Pick
    PowerToys
    Hew's dev notes
    RAD Video Tools
    Pureref
    7z
    Notepad++
    Greenshot
    Atom
    Autohotkey
    Numpad1::send {ctrl down}{s down}{ctrl up}{s up}
    Numpad3::send {alt down}{r down}{alt up}{r up}
    Numpad2::send {ctrl down}{z down}{ctrl up}{z up}
    ]::Suspend
    \::ExitApp

    Uploading to Thunderstore

    Uploading a skin to https://northstar.thunderstore.io/.

    We'll use the included template below to help us upload to Thunderstore.

    13KB
    Template.zip
    archive
    Open

    Unzip the Template.zip file.

    Here is the "Package Format Documentation" if you'd like: .

    1. Skin .zip placement

    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.

    2. Thunderstore Mod Icon

    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:

    Making a 256 x 256 icon with Pixlr X

    Pixlr X:

    Go to

    Also found in

    3. Customize your README.md

    .md file types stand for Markdown. You can still edit these with standard text editors (like Notepad).

    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: .

    Just customize the README.md to your liking.

    Transfer from website. Save. Done

    4. Configure manifest.json

    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.

    5. Finalizing the mod zip.

    Make sure to zip the files. Not a containing folder!

    So it's like this:

    Not like:

    You should now have your own SKIN_NAME.zip mod!

    6. Uploading to Thunderstore

    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)

    7. Finished.

    Making a Thunderstore Mod

    What else should i clarify?

    Root Folder (every needed file):

    This guide will go in order of files added. Make the folders or files needed.

    mods

    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:

    icon.png

    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.

    If you need help making 256 x 256 Icon

    Pixlr X:

    Go to

    Also found in

    manifest.json

    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:

    README.md

    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: (). Syntax here:(). 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 ().

    Finish

    That is every part and what they do in a Thunderstore mod.

    Creating the Image

    Press Create new in the middle of webpage.

    Make your file a Width of 256 and Height of 256.

    Drop and drop your image you chose for an icon.

    Select Add current.

    Zoom out so you can see the resize guides.

    Now move and scale the image to your preferred view.

    "SNAPPING IS IN MY WAY!!!"

    1. Click the 'Preferences' "settings" gear symbol in the bottom left.

    2. Disable "Snap to guides"

    Feel free to add text, background or whatever you want to your icon.

    When you are satisfied Click 'Save' on the bottom right.

    Make sure you have '256 x 256px' image size and Selected PNG for export.

    Click 'Save As'

    Rename the image and click 'Apply'

    There it is. You made a 256x256 icon preview for your skin!

    https://thunderstore.io/package/create/docs/
    https://pixlr.com/x/
    https://markdownlivepreview.com/
    https://www.markdownguide.org/basic-syntax/
    here
    Correct pack.
    Incorrect pack.
    Pixlr.com - Free, website
    Creating the Image

    Press Create new in the middle of webpage.

    Make your file a Width of 256 and Height of 256.

    Drop and drop your image you chose for an icon.

    Select Add current.

    Zoom out so you can see the resize guides.

    Now move and scale the image to your preferred view.

    "SNAPPING IS IN MY WAY!!!"

    1. Click the 'Preferences' "settings" gear symbol in the bottom left.

    2. Disable "Snap to guides"

    Feel free to add text, background or whatever you want to your icon.

    When you are satisfied Click 'Save' on the bottom right.

    Make sure you have '256 x 256px' image size and Selected PNG for export.

    Click 'Save As'

    Rename the image and click 'Apply'

    There it is. You made a 256x256 icon preview for your skin!

    https://pixlr.com/x/
    https://markdownlivepreview.com/
    https://www.markdownguide.org/basic-syntax/
    https://northstar.thunderstore.io/package/S2Mods/GlitchOverhaul/
    Pixlr.com - Free, website
    {
    "name": "NAME",
    "version_number": "0.0.0",
    "website_url": "",
    "description": "DESCRIPTION",
    "dependencies": []
    }
    Exporting using Legion | Titanfall 2noskill.gitbook.io
    Exporting using Legion | Titanfall 2noskill.gitbook.io
    DirectXeon's and NoSkill's Custom Skin Tutorial.
    Color Picker - CoolorsCoolors.co
    Online Color picker
    Color Picker - CoolorsCoolors.co
    Color picker
    https://r2northstar--64.org.readthedocs.build/en/64/guides/rpakmodding.htmlr2northstar--64.org.readthedocs.build
    Modding Docs
    Exporting Models | Titanfall 2noskill.gitbook.io
    NoSkill Wiki
    Logo
    Logo
    Release v1.3 · miramused/Provoxin.RGBGitHub
    Github link to download page for Provoxin RGB
    Convert RGB values, Hex color codes to percenthewmc.blogspot.com
    Hex/RGB to percent converter
    Logo
    Commands | R2Northstar Wikir2northstar.gitbook.io
    Official Northstar wiki | Rebinding the console
    https://cdn.discordapp.com/attachments/928271573977296957/933459114938486864/assets2F-LPXG6BIVWwbrvVSOiBw2F-MENY3jTkkMuOHfbXj7a2F-MENmQnjhqnPQzGkBcd_2FTexture-linking.pngcdn.discordapp.com
    Logo
    Release v1.5.1 · H0L0theBard/Provoxin.RGBGitHub
    Download link for Provoxin RGB
    Logo
    Logo
    Logo
    Logo