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by BobDoleOwndU
Fri Dec 02, 2016 3:23 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

MtarTool v0.2.1 is up. Taking Tex's idea, the tool now outputs a hashed_names.txt file which contains any unhashed names and their hashed equivalents. It also now repacks files in the order of their hash which solves a few bugs. Doing a quick test, I was able to add additional animations to player2...
by BobDoleOwndU
Tue Nov 29, 2016 8:03 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

This is the description of all main animation tracks, not the track itself. Also I just published the new version of animation tool that supports PP MTAR files. Checked with .gani files produced by your tool. Oops, my bad! I'll update the readme on GitHub with the correct description. Awesome work ...
by BobDoleOwndU
Mon Nov 28, 2016 7:35 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Mtar Tool v0.2 is finished! It now supports unpacking and repacking both Mtar Type 1 and Mtar Type 2 files. It should now be possible to swap animations (I didn't try myself yet though). A few notes on Type 2 files: -Unpacking an Mtar Type 2 will produce a .trk file, a .chnk file and .gani files. T...
by BobDoleOwndU
Sun Nov 20, 2016 5:53 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

0x8 - bone groups and bones. you dont need them 0x14 - this is not a header. Animation files here dont have headers, like .gani files did in GZ, because they are not actually needed. I don't see any useful info in them. This data segment at 0x14 is actually a description of main animation tracks. T...
by BobDoleOwndU
Sat Nov 19, 2016 7:09 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

I see you're the same person who tried contacting me on youtube. I'm not visiting it lately and I'm not currently working on MGS. But I'll be back here soon. Do you have all your questions solved? I'm still working on the second Mtar format. I have a few questions about it that you might be able to...
by BobDoleOwndU
Sat Nov 19, 2016 7:49 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

----------------- OPEN QUESTION ------------------- MGO uses a lot of different skins for suits - are they simple pftxs files or is more complicated than that? Anybody have any idea?? The MGO outfits use a diffuse texture for the outfit and skin where the outfit is white. To apply camos, they use a...
by BobDoleOwndU
Fri Nov 18, 2016 9:39 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

That's what I'm talking about! :D I'm eagerly awaiting the Type 2 update, awesome work. Do you have any desire to also look into the .mog/FOXMOTIONGRAPH format? Thanks! I might take a look into .mog format after I finish researching the Type 2 format. Is there any information on what it's used for?...
by BobDoleOwndU
Fri Nov 18, 2016 4:32 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Took me a little bit, but I present: MtarTool v0.1 Currently supports unpacking and repacking Mtar Type 1 files. It technically works on GZ .mtars as well, but the file names will be wrong; so repacking a GZ .mtar will break it. I tried to make it work similarly to GzsTool. It exports an XML file th...
by BobDoleOwndU
Sun Nov 13, 2016 5:18 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Higus wrote:In case it can be any help, here are some MGS4 MTAR + MTSQ sample files:
https://yadi.sk/d/iFCQjSzmyVVvv
Thanks! I'll take a look through them when I get a chance.
by BobDoleOwndU
Sun Nov 13, 2016 12:09 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Don't suppose anyone has found something that would explain how the game decides which models don't show up in first person when using the int scope? Almost seems like it would be something contained within the .fmdl files that the game looks for, or maybe it could be related to .fv2 files somehow?...
by BobDoleOwndU
Wed Nov 09, 2016 1:32 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Just a wild guess, but can it be based on .tar format? Since fmdl is 'Fox mdl', then mtar could be 'Motion tar' as well. I took a brief look at the .tar format, but didn't notice any obvious correlation. I haven't ruled it out yet though. I'll need to take a more in-depth look at the format to be s...
by BobDoleOwndU
Tue Nov 08, 2016 7:11 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

unknown's writeup on importing appeal actions to single player inspired me to look into the .mtar format. I've still got a lot of progress to make, but this is my progress so far: Mtar Info: Uses Little-Endian 0x0 - 0x3 (32): Signature? 9C A8 FF 0B = Gzs, 72 2B 01 0C = Tpp 0x4 - 0x7 (32): Number of ...
by BobDoleOwndU
Fri Oct 28, 2016 10:48 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Can anyone import the base model and make 2-3 screenshots? http://imgur.com/a/WR5nr Hidden meshes are present on many of MGSV's models, most are controlled with the .fv2 files. The beret on the Ocelot unit soldiers during Quiet's arrival cutscene is actually an exception to this though. The beret i...
by BobDoleOwndU
Fri Oct 28, 2016 5:43 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Model-swapped pfcs has incorrect texutures on game load to both afgh and mtbs acc or actual map, fine on mafr acc/map. In line with what you're saying. But model-swapped soviets textures work fine on game load to either mafr or mtbs acc/map (from cold start). For pfcs it's only some textures that a...
by BobDoleOwndU
Sat Sep 24, 2016 2:11 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589771

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

You need call TppEquip.RequestLoadToEquipMissionBlock at some point during load with a table that includes the equipId, ie TppEquip.RequestLoadToEquipMissionBlock{TppEquip.EQP_WP_SkullFace_hg_010} The gun isn't set up as a viable weapon - it's a one shot kill, in pistol slot, and the holding animat...