Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 68 matches
- Tue Jan 16, 2018 6:09 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Making an update on Fmdl Studio v2 progress. We have successfully gotten custom and modified models into MGSV! https://i.imgur.com/9Bt4epT.jpg https://staticdelivery.nexusmods.com/images/1091/4085798-1515958256.png In the image with Quiet, materials weren't properly set up; so textures with alpha lo...
- Sat Nov 11, 2017 12:56 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Another project, FoxKit, is working on getting terrain/map importing working. It utilizes Fmdl Studio v2 for its model stuff.lionheartuk wrote:That sounds awesome!
Will it be supporting terrain in the near future?
You can follow FoxKit here: https://github.com/youarebritish/FoxKit.
- Thu Nov 09, 2017 10:02 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Forgot to post this here. Fmdl Studio v2 Unity based fmdl importer and FBX exporter (and planned to be fmdl exporter). Can currently: -Read fmdl data and build the model in Unity. -Apply diffuse textures to the model if the textures are in a folder with the model's name located in the Fmdl Studio v2...
- Mon May 08, 2017 4:59 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
You need to xor the .fsop files located in data1\shaders\dx11 by 0x9C. This will give you the source code.redspike474 wrote:How did you get the terrain shader? are the other shaders accessible too? I would like to write a max/maya shader that emulates tpp rendering.
- Sun Feb 26, 2017 4:05 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Working client emulator, https://github.com/unknown321/mgsv_emulator . Script that pulls information list, fob event info and nuke count every hour: https://github.com/unknown321/mgsv_nuke_watcher Results of script work: https://unknown321.github.io/mgsv_nuke_watcher/ If you want to see nukes from ...
- Wed Feb 22, 2017 3:18 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Ravioli Game Tools is what you need.Bluesoju wrote:Could anyone tell me how I can extract sounds from the game? Is there a special tool I need?
I tried looking through this thread, but with over 100 pages it would take me forever. Any help would be greatly appreciated.
- Tue Feb 07, 2017 11:27 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
MGO also has the foxfs.dat, so it should be possible for MGO. Taking a quick look at GZ, it doesn't have one, so I don't think it'll work there.caplagrobin wrote:!
But that's only TPP, right? Won't work on MGO .dats or .G0s?
- Tue Feb 07, 2017 9:45 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So I discovered it's possible to get TPP to load new .dat files. In chunk0, there's a file named foxfs.dat (Fox File System), which is just an .xml with its extension changed. When TPP loads, it uses a hardcoded reference to look for chunk0, but it only uses this reference to load foxfs.dat, and ign...
- Sun Jan 29, 2017 8:21 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
You should be able to make a complete stream out of the sound chunks. I wish I remember who wrote it, but I found a tool for extracting the wwise streams and its source on Reddit a while back. https://dl.dropboxusercontent.com/u/88446209/fsmextract.zip Cool! I didn't even know anyone had already wr...
- Fri Jan 27, 2017 7:44 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Figured I would leave this here in case anyone wants to mess around with it: FsmTool v0.1 Quickly made tool to extract the chunks from .fsm files. Cannot repack them currently. There appears to be two separate types of data chunks stored in .fsm files. DEMO chunks and SND chunks. I think the DEMO ch...
- Fri Dec 16, 2016 5:23 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
As far as I know, nobody has successfully gotten a model with a modified mesh (barring repositioned vertices and deleted faces) back into MGSV.afsoon wrote:-Snip-
If you successfully did it, you'd be the first.
- Sun Dec 04, 2016 4:50 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Two more inquiries, doesn't really matter at all, but would it be easy to implement shortcut support for the tool? As in being able to repack a file by dragging the xml on a shortcut of MtarTool instead of lugging over the source exe and all it's companion files to repack. It's something that works...
- Sat Dec 03, 2016 5:36 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
@bobdoleowndu I'd appreciate it if you added named files to be affected by the ID feature too. As it is, when more filenames get hashed, this list will get unpleasant offsets. Oops, it was actually already supposed to do that. I missed a "/" which caused the folder and file name of named ...
- Sat Dec 03, 2016 2:51 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
@BobDoleOwndU: What order were you repacking them prior to hash order? And what issues did you actually have with that? Originally, they were repacked based on the order they were listed in the .xml. When I tried adding the appeal action animations to player2_resident.mtar I wasn't able to play the...
- Sat Dec 03, 2016 3:18 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 589305
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So please, just indulge the idea and try at least add some optional feature for this. I misunderstood the context of your request last time. I see what you mean now. Currently, packed files are unpacked by the tool in the order of their hash, as that is how they are listed in the beginning. If I ad...