Got export working. Still needs textures and stuff.
http://neko68k.blogspot.com/2011/01/mgs-export.html
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Search found 41 matches
- Sun Jan 09, 2011 2:33 am
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
- Fri Dec 31, 2010 11:17 am
- Forum: Game Archive
- Topic: Metal Gear Solid Stage.DIR Files....
- Replies: 6
- Views: 4240
Re: Metal Gear Solid Stage.DIR Files....
are there filenames somewhere? I only see the folder names but I guess I didn't look that hard.
- Thu Dec 30, 2010 8:21 am
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
Re: Could it be, Metal Gear?!
Yeah more or less. It's actually kind of neat because all the meshes are in the same format. I don't have animations, textures or lights right now, haven't looked at it yet. But every mesh is working at least to basic extent. So simple, I should have done this ages ago. Also yes, that is the helipad...
- Tue Dec 28, 2010 9:41 am
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
Re: Could it be, Metal Gear?!
http://i55.tinypic.com/5ybzux.png
Fixed orientation. Helps to not use GLuint when I should be using GLfloat.
Fixed orientation. Helps to not use GLuint when I should be using GLfloat.
- Tue Dec 28, 2010 8:19 am
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
Could it be, Metal Gear?!
http://i54.tinypic.com/2j0f869.jpg
Colors are, obviously, faked. I haven't worked out how it handles textures yet. Guessing it loads them all into VRAM and refers to them by texture page. It's also backwards ~shrug~.
Colors are, obviously, faked. I haven't worked out how it handles textures yet. Guessing it loads them all into VRAM and refers to them by texture page. It's also backwards ~shrug~.
- Thu Dec 23, 2010 9:53 am
- Forum: Game Archive
- Topic: Metal Gear Solid - Modification Models & Textures (Help)
- Replies: 19
- Views: 10777
Re: Metal Gear Solid - Modification Models & Textures (Help)
Like someone else said earlier, it seems to not act right if you re-zip 'stage.mgz'. The game will start and take you to menus but when you go to start a new game it says "Insert disc 1". I'll look into it, I'd done a fair bit of hacking around with it in IDA Pro years ago. I'll see if I c...
- Thu Dec 23, 2010 12:44 am
- Forum: Game Archive
- Topic: Metal Gear Solid - Modification Models & Textures (Help)
- Replies: 19
- Views: 10777
Re: Metal Gear Solid - Modification Models & Textures (Help)
It's been years but I can probably write up a DAR repacker. I'll look at it sometime this week. As for viewing KMD, I did some work on this, but again it's been years. Maybe I'll try doing this again since I'm a bit more experienced than I was then.
- Wed Dec 22, 2010 3:44 am
- Forum: Game Archive
- Topic: Metal Gear Solid Stage.DIR Files....
- Replies: 6
- Views: 4240
Re: Metal Gear Solid Stage.DIR Files....
I haven't looked at MGS in a long long time, but I found it much easier to work on the PC version. The majority of stuff is in a ZIP file on the disc that has extension MGZ. Rename, unzip, go. FWIW the names at the top of that STAGE.DIR file are the same as the folders inside this ZIP file. Inside t...
- Mon Dec 20, 2010 10:45 am
- Forum: 3D/2D models
- Topic: (PS2) R-Type Final
- Replies: 4
- Views: 2680
Re: (PS2) R-Type Final
Long time since I posted. Binaries and current source now available. http://sourceforge.net/projects/rtftool/ It's a steaming hot mess of memory leaks and potential crash material, but.... It exports meshes to OBJ and textures to TGA and it does a pretty fair job of it. Now loading data straight fro...
- Fri May 21, 2010 2:40 am
- Forum: Game Archive
- Topic: Wipeout Pulse PS2 source data on disc
- Replies: 0
- Views: 959
Wipeout Pulse PS2 source data on disc
So I was poking around with the Wipeout series the other and found a file full of goodies on the Pulse disc. There is a file called PADZ2. This file is a ZIP file and its full of development data! Music, sounds, ships, tracks, textures, theres tons of win in there. Music is 48khz 16-bit signed stere...
- Sun Mar 07, 2010 9:26 pm
- Forum: 3D/2D models
- Topic: (PS2) R-Type Final
- Replies: 4
- Views: 2680
Re: (PS2) R-Type Final
Way ahead of you buddy :D http://sourceforge.net/projects/rtfview/ Tell ya what though, if you can figure out the rest of the 0x2n blocks(material defs and stuff) or how to split triangle strips between 4 0x00000001 flags(instead of the usual 2) that'd be fantastic. Notes in comments are kind of out...