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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

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

Post by paulscottttt »

does anyone know the location of the avatars beard models?
HeartlessSeph
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

paulscottttt wrote:does anyone know the location of the avatars beard models?
It's part of the Avatar's face model.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by paulscottttt »

HeartlessSeph wrote:
paulscottttt wrote:does anyone know the location of the avatars beard models?
It's part of the Avatar's face model.
damn, i'm guessing you cant replace avatar face ?
Paul44
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DLC suit

Post by Paul44 »

I'm trying to collect all DLC suit info (Tuxedo, etc), but can't seem to collect everything from 'D-Horse Western & Parade Tack'.
I still seem to be missing some files here (like the "horns" on 'D-Horse Western').
Anyone has experience with this particular DLC?

PS: I made some batchfiles to collect all appropriate info (textures & INF entries). If you're interested, just mail me.
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Paul44
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MGSV_QAR_Tool ~ PS3

Post by Paul44 »

I've downloaded a PS3 vs (Duplex) to see if I could unpack the DLC files (like Shields, Suits, some weapons), but the tool returned an
error:

[MGSV_ QAR_Tool "<game_path>\master\7b9"\3dc8acbf53e78f06.dat -u -r -e2]

MGS V QAR Tool v1.3.2
Made by Sergeanur
ERROR: Unsupported QAR version = 0x826042ae

Checked and this seems to be latest version?!

-EDIT-
Nevermind, I figured it out [ https://github.com/Atvaark/TPP.FileForm ... les_ps3.md ] (only Qar dat-files can be extracted)

That said: I'm now trying to unpack some fpk & pftxs files; and Gzstool returns with an error. (attached: DLC Shield)

-EDIT 2-
Nevermind... again. I was using v0.5.2, but apparently, v0.4.1b (only) seems to support these ps3 files?!

-EDIT3-
When I use the original/ps3 files, the games crashes as soon as one tries to equip a shield. What I've tried since:
a. extract fpk, fpkd, pftxs with v0.4.1b; then packed again with v0.5.2
b. convert ftex-files to DDS, then back to DDS
(except for 1 dds file, which only produced 2 files, all other DDS files returned analogue ftex files)
c. extract standard shield fpk, fpkd, pftxs; copied corresponding PS3 files, packed and renamed "properly".

Anyone has experience in converting these type of files to PC environment? I was kinda hoping that the Gzstool/Ftextool would convert these files to PC versions, but probably not...?

ps: there seems definitely to be differences in PS3 vs PC files. Did some 'fc' between 'identically_named' files, which gives differences... And the game definitely tries to load those files: when they are not present, the equipment viewer would show/load "nothing"...
(added some "Trial & error importing ps3 file" findings as well)
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paulscottttt
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by paulscottttt »

is it possable to repostion parts of a mesh?
for example if i null everything what what i want off and use whats left on on "arms" how would i repostion it?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by BobDoleOwndU »

paulscottttt wrote:is it possable to repostion parts of a mesh?
for example if i null everything what what i want off and use whats left on on "arms" how would i repostion it?
Yes, via HeartlessSeph's vertex Maxscript.

Open up 3DS Max and run the fmdl script to import the fmdl you're editing. Select the object you want to reposition and run the vertex script to output a .vert file. Name it Unedited, or something similar.

Now, select the vertices of the object you are editing. Reposition them to where you want them positioned. Run the vertex script again and this time, save it as Edited.vert.

Open up the fmdl, Unedited.vert and Edited.vert in HxD. Go to Unedited.vert and press ctrl+a to select everything then press ctrl+c to copy.

Go to the fmdl and press ctrl+f to find. In the Search for textbox press ctrl+v to paste. Change the datatype to Hex-values. Press enter and it should highlight a bunch of text. Go to Edited.vert and press ctrl+a then ctrl+c to copy everything. Go back to the fmdl and press ctrl+v to overwrite the hex values you had selected. Save the file. Repeat for each object you need to move.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by morbidslinky »

Sound-swapping was difficult, but I cured Flaming Buffalo's asthma. Thanks Bob for the tutorial!
HeartlessSeph wrote:Forgot to drop this here in forever so here it is, a vertex repositioning tool for MGSV: https://www.dropbox.com/s/qs9gpa8isqocq ... rt.ms?dl=0
This will be useful, thanks!
YouRePrettyGood
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by YouRePrettyGood »

Hi, still working on MGSV files (see previous page), i made a lot of progress in identifying FMDL, FCNP and FV2 file structures, will post it soon, but for now i need your help.



As you know, FMDL files in GZ contained clear names, whereas FMDLs in TPP contain only hashes (the full name list can be found in sub-section with id 0x16 in section 1 of the FMDL file, but i'll present it better when posting my findings).

Good thing is: GZ and TPP have model files in common :) . So i've studied a few such files (sna2_main0_def, chi1_main0_def, dds0_main0_def, dds1_main0_def, kaz1_main0_def, nin0_main0_def, paz0_main0_def, rai0_main0_def, wsp0_main0_def) and i've identified the most common name hashes found in FMDL files, here's the result:

http://txt.do/5e3xo
(you can save as txt and import in Excel/Calc as fixed-length or .prn)



In the mod i'm working on, i will need to insert hashes in said sub-section 0x16. So, in order to use correct hashes for each corresponding filename, i would need to hash the names in the same manner.

I've read that names are hashed using CityHash64-with-Seed, so i've downloaded the CityHash master from github, installed Dev-C++, but as i'm not a progammer at all, i'm a little stuck, hence my n00b question:

Could someone please explain to me how to use these tools to input the example string "SKL_000_WAIST" and output the generated hash ? I'll figure out the rest.

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

Post by pewposterous »

Does anyone know the location of the female skull snipers file names and texture names? would be much appreciated
YouRePrettyGood
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by YouRePrettyGood »

pewposterous wrote:Does anyone know the location of the female skull snipers file names and texture names? would be much appreciated
(See notes at the end on how to find them for yourself :wink: )

The model file you're looking for is named wmu1_main0_def.fmdl
You can find it in \Assets\tpp\chara\wmu\Scenes\ in the following fpk's:
\chunk3\Assets\tpp\pack\mission2\free\f30250\f30250.fpk (assets for quarantine platform)
or
\chunk4\Assets\tpp\pack\mission2\story\s10130\s10130_area.fpk (assets for CodeTalker mission)


The texture files you're looking for are (you will find them in either the pftxs corresponding to the fpk's above, or texture0/texture3/texture4)
2195ADC38D6B1
B81536417396
18E10B5A8DF53
3F6FEE0FD9847
0EFD7AA60D43
01F056112A47
3C6720C8D6422
BEBFC402A70E
3C509AE6A7B43
1EA29B5A8018B
14A06260FE3FA
3245B09A38258
CA5F5B03F2A3
15944C86C9A1C
182F837C9BAD0
1F927596BF0E4
2741745DD3F4
129484C37AD31
1D42C7301374A
1DD74A0E46CFF
2F6D8910DA39B
292A16C3A84D6
3B27A44791AFF
3983AC8F4E1F8
27F44AA4F1FBF
2D92D8E2ABEC
8532F7C044BE
1A98E5156C981
1BD95C1B88E3E
1E42D2821558E
3EC078703B160
11BC7A5DFB42
294ACED7BE490
2FE1ABDCA2CBB
2976B4FF68BA0
C633B5049201
1BBF0BA1417D5
26F21349479A2
3AC7F54F5EC37
1D580055443BA
3F79563AAF278
0364B80B8160
22E29D0A62ECC
1F03F04A586F
2B496F8E6F82
3C4233662EFB8
12909A73D4210
2940442532DD5



NOTE 1:
To find a model file, first identify the mission/area where you encounter the character. Get the corresponding mission code (check .prn file in attached zip), then search in the corresponding folder:
0/00.dat is patch data (including DLC outfits)
chunk0.dat is Cyprus and common/player models
chunk1.dat is mostly buddies
chunk2.dat is Afghanistan
chunk3.dat is Motherbase
chunk4.dat is Africa




NOTE 2:
To find the texture names, open your FMDL in a hex editor, go to line 0xD0,
you will find the following 8 bytes:
15 00 30 00 28 39 00 00
this is the index entry for sub-section with id 0x15 (texture hashes) of section 1 of the file. The 5th byte and following give you the offset for the subsection. Read bytes in inverted order, you will get 3928. Add 100 (offset of section 1), you now know that you will find texture hashes at address 0x3928 + 0x100 = 0x3A28.
After that, simply use BobDoleOwndU's trick to reverse hashes into texture filenames viewtopic.php?f=10&t=12407&p=119200#p119200 .



NOTE 3:
The texture files you're looking for may have been translated to human-readable names while unpacking. If so, search in the .inf files generated by QAR tool (they contain both hash and filename/filepath).
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pewposterous
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by pewposterous »

YouRePrettyGood wrote:
pewposterous wrote:Does anyone know the location of the female skull snipers file names and texture names? would be much appreciated
(See notes at the end on how to find them for yourself :wink: )

The model file you're looking for is named wmu1_main0_def.fmdl
You can find it in \Assets\tpp\chara\wmu\Scenes\ in the following fpk's:
\chunk3\Assets\tpp\pack\mission2\free\f30250\f30250.fpk (assets for quarantine platform)
or
\chunk4\Assets\tpp\pack\mission2\story\s10130\s10130_area.fpk (assets for CodeTalker mission)


The texture files you're looking for are (you will find them in either the pftxs corresponding to the fpk's above, or texture0/texture3/texture4)
2195ADC38D6B1
B81536417396
18E10B5A8DF53
3F6FEE0FD9847
0EFD7AA60D43
01F056112A47
3C6720C8D6422
BEBFC402A70E
3C509AE6A7B43
1EA29B5A8018B
14A06260FE3FA
3245B09A38258
CA5F5B03F2A3
15944C86C9A1C
182F837C9BAD0
1F927596BF0E4
2741745DD3F4
129484C37AD31
1D42C7301374A
1DD74A0E46CFF
2F6D8910DA39B
292A16C3A84D6
3B27A44791AFF
3983AC8F4E1F8
27F44AA4F1FBF
2D92D8E2ABEC
8532F7C044BE
1A98E5156C981
1BD95C1B88E3E
1E42D2821558E
3EC078703B160
11BC7A5DFB42
294ACED7BE490
2FE1ABDCA2CBB
2976B4FF68BA0
C633B5049201
1BBF0BA1417D5
26F21349479A2
3AC7F54F5EC37
1D580055443BA
3F79563AAF278
0364B80B8160
22E29D0A62ECC
1F03F04A586F
2B496F8E6F82
3C4233662EFB8
12909A73D4210
2940442532DD5



NOTE 1:
To find a model file, first identify the mission/area where you encounter the character. Get the corresponding mission code (check .prn file in attached zip), then search in the corresponding folder:
0/00.dat is patch data (including DLC outfits)
chunk0.dat is Cyprus and common/player models
chunk1.dat is mostly buddies
chunk2.dat is Afghanistan
chunk3.dat is Motherbase
chunk4.dat is Africa




NOTE 2:
To find the texture names, open your FMDL in a hex editor, go to line 0xD0,
you will find the following 8 bytes:
15 00 30 00 28 39 00 00
this is the index entry for sub-section with id 0x15 (texture hashes) of section 1 of the file. The 5th byte and following give you the offset for the subsection. Read bytes in inverted order, you will get 3928. Add 100 (offset of section 1), you now know that you will find texture hashes at address 0x3928 + 0x100 = 0x3A28.
After that, simply use BobDoleOwndU's trick to reverse hashes into texture filenames viewtopic.php?f=10&t=12407&p=119200#p119200 .



NOTE 3:
The texture files you're looking for may have been translated to human-readable names while unpacking. If so, search in the .inf files generated by QAR tool (they contain both hash and filename/filepath).

Holy crap! Thanks for writing this up for me! Been scratching my head for hours xD
YouRePrettyGood
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by YouRePrettyGood »

pewposterous wrote:Holy crap! Thanks for writing this up for me! Been scratching my head for hours xD
You're welcome !

It's not especially for you that i wrote it though. I only recently started working on model modding, and i had to collect/centralize every info i could find, so if i can spare newcomers this long gathering process, it's a win-win: The more people we have working on the matter, the more stuff and tricks we're likely to find :)
Ashtails
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Ashtails »

Do you think it would be possible to replace Quiet's model in MGO with the Skulls Sniper?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by BobDoleOwndU »

Ashtails wrote:Do you think it would be possible to replace Quiet's model in MGO with the Skulls Sniper?
Yes, but first-person will be completely blocked by the head.
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