if every engine/game had a seageanur or jayk, and/or had an engine like fox, modding would be coming back like a storm. unfortunately most companies are like ubisoft or dice/ea, and content lockdown is the norm to sell their shitty dlcs and micro transactions.Kazeite wrote:Well, converting and editing them is not a problem... mostly. Most of the textures can be converted to .dds by using JayK FTexUnpacker.stiffy360 wrote:How would you go about doing that?DEElekgolo wrote: Can edit textures now
It's re-packing them back into .ftex format that's been... problematic thus far. But apparently that problem's been solved. I guess we can wait a little for tutorial or something.
These are interesting times, wouldn't you agree? Every day brings new development, a new mod, tool or tutorial
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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
To be honest, when it comes to ease of modding, compared with engines like Creation Engine (used in Skyrim), Fox Engine isn't that good. In Skyrim, all textures are already in .dds format, and main executable is programmed to look for extra files when loading game, outside of main files.
Personally, I don't think that Phantom Pain is gonna be any better. MGS2 wasn't easily modable either, right?
Personally, I don't think that Phantom Pain is gonna be any better. MGS2 wasn't easily modable either, right?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Are you complaining that you have to waste 2 secs of your life to convert ftex into dds and vice versa? Compared to previous Metal Gears, modding of MGS GZ is just a piece of cake. They used to have their own script engine, own streaming audio format and own texture format optimised in the best way for a console's VRAM. It was truly amazing what they have achieved back then. Now they just use LUA, Wwise and other stuff that every second company is using.Kazeite wrote:To be honest, when it comes to ease of modding, compared with engines like Creation Engine (used in Skyrim), Fox Engine isn't that good. In Skyrim, all textures are already in .dds format, and main executable is programmed to look for extra files when loading game, outside of main files.
Personally, I don't think that Phantom Pain is gonna be any better. MGS2 wasn't easily modable either, right?
And yeah, I'm pretty sure there is a way to make a game work with unpacked g0s files.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
No sir, I'm merely pointing out that Creation Engine is easier to mod than Fox Engine. That's all.
You and JayK and others are certainly doing great work with developing proper tools and while I personally actually haven't been able to convert any of my modified .dds back into .ftex, I trust that with time even I will be able to achieve that.
Thank you.
You and JayK and others are certainly doing great work with developing proper tools and while I personally actually haven't been able to convert any of my modified .dds back into .ftex, I trust that with time even I will be able to achieve that.
Thank you.
- wunk
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Found a bunch of lua function names and such for each object.
Here are a bunch for the "GrTools" lua object found in data_02\Fox\Scripts\Gr
http://pastie.org/9808166
"SetEnableE3Boost"
Here are a bunch for the "GrTools" lua object found in data_02\Fox\Scripts\Gr
http://pastie.org/9808166
"SetEnableE3Boost"
- cra0
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Slowly laying out the FMDL format with Jayk,chrrox,volfin hope to see some model modding soon
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Yep with a lot of help from Cra0 i think we figured out the multi-model format portion (which was giving me nightmares).
Each color is a separate model. they were stored together and are used when the barriers get damaged. Now we can step up to multi-mesh rigged models.
Each color is a separate model. they were stored together and are used when the barriers get damaged. Now we can step up to multi-mesh rigged models.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Slowly getting there
@jayk @chrrox @volfin
@jayk @chrrox @volfin
- lionheartuk
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
This is an awesome development.
Does it import the textures automatically though, or will we manually assign them?
Additionally, if it does import textures automatically will it just import the .ftex or only the converted .DDS files?
Really looking forward to playing about with this tool.
Does it import the textures automatically though, or will we manually assign them?
Additionally, if it does import textures automatically will it just import the .ftex or only the converted .DDS files?
Really looking forward to playing about with this tool.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Awesome, can't wait to put Ryo Hazuki in the middle of the battlefield.
- cra0
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
http://dev.cra0kalo.com/?p=268lionheartuk wrote:This is an awesome development.
Does it import the textures automatically though, or will we manually assign them?
Additionally, if it does import textures automatically will it just import the .ftex or only the converted .DDS files?
Really looking forward to playing about with this tool.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
The dreamcast passport model looks pretty awesome imho...odrin wrote:right, and it'll look like complete shit since it's a old model in a next gen game