Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

The Original Forum. Game archives, full of resources. How to open them? Get help here.
odrin
mega-veteran
mega-veteran
Posts: 172
Joined: Mon May 23, 2011 2:43 am
Has thanked: 3 times
Been thanked: 7 times

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

Post by odrin »

Kazeite wrote:
stiffy360 wrote:
DEElekgolo wrote: Can edit textures now
How would you go about doing that?
Well, converting and editing them is not a problem... mostly. Most of the textures can be converted to .dds by using JayK FTexUnpacker.

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 :)
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
ultra-n00b
Posts: 7
Joined: Wed Sep 17, 2014 2:03 pm
Has thanked: 8 times

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

Post by Kazeite »

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? :(
odrin
mega-veteran
mega-veteran
Posts: 172
Joined: Mon May 23, 2011 2:43 am
Has thanked: 3 times
Been thanked: 7 times

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

Post by odrin »

agreed. it's just too bad skyrim is total shit and looks ugly as sin
Sergeanur
advanced
Posts: 53
Joined: Fri Dec 30, 2011 12:26 pm
Been thanked: 37 times

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

Post by Sergeanur »

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? :(
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.

And yeah, I'm pretty sure there is a way to make a game work with unpacked g0s files.
Kazeite
ultra-n00b
Posts: 7
Joined: Wed Sep 17, 2014 2:03 pm
Has thanked: 8 times

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

Post by Kazeite »

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.
User avatar
wunk
advanced
Posts: 44
Joined: Thu Dec 23, 2010 9:49 am
Has thanked: 9 times
Been thanked: 32 times
Contact:

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

Post by wunk »

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"
:|
User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 438
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 189 times
Contact:

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

Post by cra0 »

Slowly laying out the FMDL format with Jayk,chrrox,volfin :keke: hope to see some model modding soon
volfin
ultra-veteran
ultra-veteran
Posts: 452
Joined: Sun Jul 06, 2014 6:30 am
Has thanked: 110 times
Been thanked: 326 times

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

Post by volfin »

Yep with a lot of help from Cra0 i think we figured out the multi-model format portion (which was giving me nightmares).

Image

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. :)
User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 438
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 189 times
Contact:

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

Post by cra0 »

Slowly getting there
@jayk @chrrox @volfin

Image
Image
User avatar
lionheartuk
double-veteran
double-veteran
Posts: 749
Joined: Tue May 16, 2006 10:55 pm
Location: Everywhere
Has thanked: 34 times
Been thanked: 42 times

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

Post by lionheartuk »

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.
Ghosts11
ultra-n00b
Posts: 1
Joined: Thu Jan 01, 2015 5:47 pm
Has thanked: 1 time

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

Post by Ghosts11 »

Found it

Thanks for the great work and keep it up!
Last edited by Ghosts11 on Fri Jan 02, 2015 11:37 pm, edited 1 time in total.
Esppiral
n00b
Posts: 11
Joined: Thu Aug 14, 2014 4:39 pm
Has thanked: 3 times

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

Post by Esppiral »

Awesome, can't wait to put Ryo Hazuki in the middle of the battlefield. :mrgreen:
odrin
mega-veteran
mega-veteran
Posts: 172
Joined: Mon May 23, 2011 2:43 am
Has thanked: 3 times
Been thanked: 7 times

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

Post by odrin »

right, and it'll look like complete shit since it's a old model in a next gen game
User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 438
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 189 times
Contact:

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

Post by cra0 »

lionheartuk 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.
http://dev.cra0kalo.com/?p=268
Esppiral
n00b
Posts: 11
Joined: Thu Aug 14, 2014 4:39 pm
Has thanked: 3 times

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

Post by Esppiral »

odrin wrote:right, and it'll look like complete shit since it's a old model in a next gen game
The dreamcast passport model looks pretty awesome imho...



Image
Post Reply