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Search found 13 matches
- Tue Mar 06, 2018 11:59 pm
- Forum: Game Archive
- Topic: Metal Gear Survive
- Replies: 1
- Views: 1458
- Sun Feb 04, 2018 11:39 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
FoxLib 1.1.0 has been released, which now supports reading and writing frt (AI route) files.
https://github.com/youarebritish/FoxLib
Example code can be found here:
https://github.com/youarebritish/FoxLibExamples
https://github.com/youarebritish/FoxLib
Example code can be found here:
https://github.com/youarebritish/FoxLibExamples
- Tue Dec 12, 2017 7:56 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Unfortunately not. I'm very close on the terrain format but there are a couple small things I haven't figured out yet. I've put it down for a while in the hopes of having some fresh perspective when I return to it, and am working on other features of FoxKit at the moment.
- Mon Dec 11, 2017 8:06 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I've gotten most of the .obr format figured out. Here's a template: //------------------------------------------------ //--- 010 Editor v7.0.2 Binary Template // // File: obr.bt // Authors: youarebritish // Version: 0.1 //------------------------------------------------ struct Header { ushort u1; //...
- Thu Dec 07, 2017 4:33 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
To add to that, terrain has a completely different format from the other models, so it's outside the scope of Fmdl Studio. Terrain support's still a while off but it's definitely feasible.
- Tue May 23, 2017 2:36 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I've started on deciphering the .frt route files. I've identified most of the data, but the relationships between them still aren't clear. For instance, I don't know how nodes and edges are mapped to events, or how exactly the route is traversed. An frt file contains a list of hashed route IDs, a li...
- Sat May 13, 2017 2:15 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I've got a revised version of the .lba template. This one works on three of the four .lba formats I've found so far. The fourth format is completely different from the others and I haven't been able to make sense of it yet. Luckily, I've only found two examples of this fourth type so far (one being ...
- Wed May 10, 2017 4:51 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Managed to extract (what I think is) a splatmap from an htre. The big block of data after the heightmap is an RGBA texture encoded as ubytes. I'm not sure which terrain input texture this corresponds to, although my guess would be that it's the MaterialWeightMapTexture, as the sum of all values in a...
- Sun May 07, 2017 9:44 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I think I've mostly decoded the lba format. My thinking was that it was probably just a binary form of the TransformEntitys from the fox2's. I used TppLandingZone.lua to find the name of a random locator and get some coordinates to compare against (check OverwriteBuddyVehiclePosForALZ() in that file...
- Sat May 06, 2017 6:04 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So I got my hands on the terrain shader, and after studying it, I've figured out exactly what parameters it takes. This should making deciphering the htres a lot easier. The texture maps it consumes: WorldTexture SrmTexture NormalTexture AlbedoTexture MaterialIndicesTexture MaterialSelectMapTexture ...
- Fri Mar 03, 2017 9:25 am
- Forum: Game Archive
- Topic: FINAL FANTASY TYPE-0 HD PC
- Replies: 30
- Views: 25511
Re: FINAL FANTASY TYPE-0 HD PC
Sorry to bump this, but has anyone managed to get the model extraction script working? I keep getting the error "*ERROR Line 150: Template passed end of file at variable 'unknown01'.
" I've tried it even on p_sword_hi, which was shown extracted in the post with it, but no luck. :/
" I've tried it even on p_sword_hi, which was shown extracted in the post with it, but no luck. :/
- Sun Feb 12, 2017 9:55 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I finally managed to find the htre files which I believe contain the terrain tile data. Afghanistan's is in Assets/tpp/pack/environ/stagelow/afgh/small_lod0. I tried extracting the height data from one of them (afgh_144_145) and imported it into World Machine in raw32 format: https://i.gyazo.com/b02...
- Sat Jan 14, 2017 11:41 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589304
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Hello! Long time lurker, first time poster. The videos of the custom sideops inspired me to finally start doing some digging of my own, as I want to contribute to the effort. I've been investigating the terrain data, with the hopes of figuring out how to modify it. I've made a decent bit of progress...