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by youarebritish
Tue Mar 06, 2018 11:59 pm
Forum: Game Archive
Topic: Metal Gear Survive
Replies: 1
Views: 1458

Re: Metal Gear Survive

https://github.com/Atvaark/GzsTool/releases

New release just added support for Survive.
by youarebritish
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
by youarebritish
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.
by youarebritish
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; //...
by youarebritish
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.
by youarebritish
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...
by youarebritish
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 ...
by youarebritish
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...
by youarebritish
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...
by youarebritish
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 ...
by youarebritish
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. :/
by youarebritish
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...
by youarebritish
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...