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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I guess the game still tries to load the original file in your case. Please say which file you edited and attach your custom ftex files that cause the crash. Otherwise I can't really help you.HeartlessSeph wrote:To those using the Ftex tool, is anyone else having the game crash when using textures converted at 2048x2048? Even using the GZS tool to add the extra ftexs parts causes the game to crash regardless and it's becoming an annoyance.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
hi
i hope some one will help me where do i find venom bandana texture file i want to change it to make it look cool thx
i hope some one will help me where do i find venom bandana texture file i want to change it to make it look cool thx
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Just did a quick search seems to be 1acb3cf52f0b8.ftex in Texture0.dat. .pftxs for it appear to be chunk0\Assets\tpp\pack\player\fova\plfova_sna0_faceX_v00 (X = 4,5,6)macfifa wrote:hi
i hope some one will help me where do i find venom bandana texture file i want to change it to make it look cool thx
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
With v0.2.4 I added a dictionary to the LangTool, which can be filled with known LangIds. That way manually looking up the StrCode32s won't be necessary anymore once all ids have been found. (There are about 8000-9000 LangIds.)Tex wrote:A rough writeup of stuff I've come across while wrestling with the lng2 files: http://wiki.tesnexus.com/index.php/Lng2_File_usage
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
But the game already has custom music enabled for it on the PC with the custom soundtrack folder in the game's directory. So by custom do you mean adding music in that should've been in the game already?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Nice, and I already was provisionally using LangId as the attribute name for my new lng2.xmls, just need to delete my old manually transcribed keys lol.
Thanks again atvaark.
Here's a short lang dict from the lua calls to announcelogviewlangid http://pastebin.com/h030Xa6d
Those left missing from tpp_announce_log lng2 would likely be called from in-engine (though a lua search for announce_ couldn't hurt), there's more to be pulled from the lua files, seaching for lang, langId, key_ and some cases of name could help, but I'm not geared up to pull stuff pragmatically, emoose, care to extend the dict project?
For my own project the limitations of the announcelog implementation in combining multiple localized strings is really getting me. Unless I'm missing something, it seems so just so silly and specific ie will allow langid, number but not number, langid. number, number, but not langid, langid where other localized strings used in other guis show these usages. At this current point it's not worth me shifting over to using localized strings because of this.
Anyway, updated the wiki page with the expanded usage of langtool.
Thanks again atvaark.
Here's a short lang dict from the lua calls to announcelogviewlangid http://pastebin.com/h030Xa6d
Those left missing from tpp_announce_log lng2 would likely be called from in-engine (though a lua search for announce_ couldn't hurt), there's more to be pulled from the lua files, seaching for lang, langId, key_ and some cases of name could help, but I'm not geared up to pull stuff pragmatically, emoose, care to extend the dict project?
For my own project the limitations of the announcelog implementation in combining multiple localized strings is really getting me. Unless I'm missing something, it seems so just so silly and specific ie will allow langid, number but not number, langid. number, number, but not langid, langid where other localized strings used in other guis show these usages. At this current point it's not worth me shifting over to using localized strings because of this.
Anyway, updated the wiki page with the expanded usage of langtool.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
i have done some texture change to desert fox out fit and the banbana (1bc07db9d9eb5 for desert fox and 1acb3cf52f0b8 for bandana)
but it seems that the game have a small version some where becouse it only showed up when zoomed in like the pictures
but it seems that the game have a small version some where becouse it only showed up when zoomed in like the pictures
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Did you update the *.ftex and *.1.ftexs in the respective pftxs (snahead 4,5,6 & plparts_normal/scarf)? Same happened to me when I first tried changing my cardboard box posters, is pretty annoyingmacfifa wrote:i have done some texture change to desert fox out fit and the banbana (1bc07db9d9eb5 for desert fox and 1acb3cf52f0b8 for bandana)
but it seems that the game have a small version some where becouse it only showed up when zoomed in like the pictures
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
NoDefaultMan wrote:Did you update the *.ftex and *.1.ftexs in the respective pftxs (snahead 4,5,6 & plparts_normal/scarf)? Same happened to me when I first tried changing my cardboard box posters, is pretty annoyingmacfifa wrote:i have done some texture change to desert fox out fit and the banbana (1bc07db9d9eb5 for desert fox and 1acb3cf52f0b8 for bandana)
but it seems that the game have a small version some where becouse it only showed up when zoomed in like the pictures
where are (snahead 4,5,6 & plparts_normal/scarf) so i can update them? thx
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
chunk0\Assets\tpp\pack\player\fova for the headsmacfifa wrote:No.DefaultMan wrote:Did you update the *.ftex and *.1.ftexs in the respective pftxs (snahead 4,5,6 & plparts_normal/scarf)? Same happened to me when I first tried changing my cardboard box posters, is pretty annoyingmacfifa wrote:i have done some texture change to desert fox out fit and the banbana (1bc07db9d9eb5 for desert fox and 1acb3cf52f0b8 for bandana)
but it seems that the game have a small version some where becouse it only showed up when zoomed in like the pictures
where are (snahead 4,5,6 & plparts_normal/scarf) so i can update them? thx
chunk0\Assets\tpp\pack\player\parts for the body
Need to use the gzstool to unpack the pftxs archives.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Trying to figure out if somethings wrong with the 1.0.4.4 patch or if it's just me.
It didn't actually download the update so had to use the steam betas/version selector, shows up at bottom of list, and selecting it gets it ok, the steam forums topic says it's the official release, yet switch back to 'betas off'/what should be main line release reverts back to 1.0.4.3
As for the actual patch about 20mb of files are actually removed from 00.dat. 1.0.4.1 had 172 files modified from base (many fpks, so possibly more actual), 1.0.4.4 has 42.
Is this a genuine reversion of those files to base or a mistake? Given that a lot of those files removed seem to be from the 'ui improvements' announced last patch it's odd.
It didn't actually download the update so had to use the steam betas/version selector, shows up at bottom of list, and selecting it gets it ok, the steam forums topic says it's the official release, yet switch back to 'betas off'/what should be main line release reverts back to 1.0.4.3
As for the actual patch about 20mb of files are actually removed from 00.dat. 1.0.4.1 had 172 files modified from base (many fpks, so possibly more actual), 1.0.4.4 has 42.
Is this a genuine reversion of those files to base or a mistake? Given that a lot of those files removed seem to be from the 'ui improvements' announced last patch it's odd.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Did you update the *.ftex and *.1.ftexs in the respective pftxs (snahead 4,5,6 & plparts_normal/scarf)? Same happened to me when I first tried changing my cardboard box posters, is pretty annoying[/quote]
No.
where are (snahead 4,5,6 & plparts_normal/scarf) so i can update them? thx[/quote]
chunk0\Assets\tpp\pack\player\fova for the heads
chunk0\Assets\tpp\pack\player\parts for the body
Need to use the gzstool to unpack the pftxs archives.[/quote]
i have found in snahead 4,5,6 1acb3cf52f0b8 ftex so i update it and it work very well
but in plparts_normal i have found 3a720198df87a which is (Venom Olive Drab) and in plparts_normal_scarf have found 3f510ca99a4d5 (Venom Tiger Stripe) so i change these two and update the files in texture0
this result that when Venom Tiger Stripe outfit is on the scarf works fine but in the other outfit (Venom Olive Drab),(Venom Desert Fox)
still have the same problem as befor
No.
where are (snahead 4,5,6 & plparts_normal/scarf) so i can update them? thx[/quote]
chunk0\Assets\tpp\pack\player\fova for the heads
chunk0\Assets\tpp\pack\player\parts for the body
Need to use the gzstool to unpack the pftxs archives.[/quote]
i have found in snahead 4,5,6 1acb3cf52f0b8 ftex so i update it and it work very well
but in plparts_normal i have found 3a720198df87a which is (Venom Olive Drab) and in plparts_normal_scarf have found 3f510ca99a4d5 (Venom Tiger Stripe) so i change these two and update the files in texture0
this result that when Venom Tiger Stripe outfit is on the scarf works fine but in the other outfit (Venom Olive Drab),(Venom Desert Fox)
still have the same problem as befor
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
bump ;_; I still can't find itmorbidslinky wrote:Hi, would anyone happen to know how I can access the textures for the new DLC? I'd like to try recoloring the boss's sneaking suit, if it's possible.