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by ameneko
Sun Jan 09, 2011 2:33 am
Forum: 3D/2D models
Topic: Could it be, Metal Gear?!
Replies: 11
Views: 3120

Re: Could it be, Metal Gear?!

Got export working. Still needs textures and stuff.
http://neko68k.blogspot.com/2011/01/mgs-export.html
by ameneko
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.
by ameneko
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...
by ameneko
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.
by ameneko
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~.
by ameneko
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...
by ameneko
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.
by ameneko
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...
by ameneko
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...
by ameneko
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...
by ameneko
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...