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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: .
again, here: .
This is the one repo. Has pre-ripped assets. Installable default skins too.
Tools and resources this repo is hosting on Github main branch.
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).
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.
- Has Titanfall 2 shader link.
- Blender Layer Painter Add-on ()
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.
A page to honor those that have put time into this community project and where we found our information.
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
Info about our customizability of skins along side the formats.
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 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
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: )
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
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" "-0.03"
"texturescrollangle" "180"
}
}"Proxies"
{
"AnimatedTexture"
{
"animatedTextureVar" "$basetexture"
"animatedTextureFrameNumVar" "$frame"
"animatedtextureFrameRate" "2"
}
}$translucent 1Refract
{
$normalmap ...
$dudvmap ...
$refracttint "[1 1 1]"
$refractamount .2
}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.
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.
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
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
\::ExitAppMade 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.
- Provoxin
GUI and simple.
- Taskinoz
RSPNVPK - Squidgyberries
Linux versions and most original.
autoexec.cfgIF 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.
Installing Custom Skins.
_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
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.
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."
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.
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 .
This is the best overall method, most supported, recommended, and installed just like any other Northstar mod.
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:
zxcPandoras 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.
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)
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.
Remember to backup pc_stream.starpak incase you want to delete your skins.
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.
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
Installed manually or as mod. These are the animated and moving skins.
























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.






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.
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.


Modding in Custom Textures.
Part of the process includes exporting textures.
{
"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]
}
]
}{
"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 ]
}
]
}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):
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
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).
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
See how they sort of have a pattern? These are enough to fully texture the gun in Blender.
LegionReleasev2.43.zipSG_Shader.blend
Titanfall_VPKTool3.4_Portable.zip
mgl_at_colmgl_at_gls
mgl_at_nml
About exporting assets from Titanfall 2.
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.
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
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>
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:
90notyoursavior.vtfNow 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:
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.)
"VertexlitGeneric"
{
$basetexture "models\weapons_r2\<gun name>\<vtf name>"
}"VertexlitGeneric"
{
$basetexture "models\weapons_r2\car_lmg\90notyoursavior"
}





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

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 .
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.
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
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:
Drag and drop your rpak into the "paks" folder.
.
Glitch Loadscreen Change:
ReDecompress (decompress rpak files):
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
}
}



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.
- Provoxin
GUI and simple.
- Taskinoz
: 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
One of my old macros.
Numpad1: Saves (CTRL+S)
Numpad2: Undo (CTRL+Z)
Numpad3: Reloads images in Blender with NodeWrangler (ALT+R)
RSPNVPK - Squidgyberries
Linux versions and most original.
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 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.
If you need help with making this icon:
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: .
Transfer from website. Save. Done
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)
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: (). 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 ().
That is every part and what they do in a Thunderstore mod.
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.
Click the 'Preferences' "settings" gear symbol in the bottom left.
Disable "Snap to guides"
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'
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.
Click the 'Preferences' "settings" gear symbol in the bottom left.
Disable "Snap to guides"
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'

{
"name": "NAME",
"version_number": "0.0.0",
"website_url": "",
"description": "DESCRIPTION",
"dependencies": []
}













