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

Posted: Sat Jan 30, 2016 1:43 pm
by DarknessValtier
Why wait DLC to play with Quiet Huh!?
https://www.youtube.com/watch?v=mbtKuTgDk4o

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

Posted: Sat Jan 30, 2016 4:55 pm
by XrayDoc
DarknessValtier wrote:Why wait DLC to play with Quiet Huh!?
https://www.youtube.com/watch?v=mbtKuTgDk4o
What the hell is wrong with your game, lol.

Why are they giving us playable Quiet DLC when we could have glorious one-armed Kaz DLC?

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

Posted: Sat Jan 30, 2016 6:10 pm
by DarknessValtier
XrayDoc wrote:
DarknessValtier wrote:Why wait DLC to play with Quiet Huh!?
https://www.youtube.com/watch?v=mbtKuTgDk4o
What the hell is wrong with your game, lol.
Why? '-'

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

Posted: Mon Feb 01, 2016 11:24 am
by BobDoleOwndU
Another interesting find today! While I can't confirm this with 100% accuracy yet, it appears that each polygon in a model is made up of 6 bytes. So far this has held true in all of my tests, but I've only been testing it with one piece of one model so far, so further testing is needed. If this is correct though, it'll help big time when hex editing models!

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

Posted: Mon Feb 01, 2016 2:58 pm
by HeartlessSeph
BobDoleOwndU wrote:Another interesting find today! While I can't confirm this with 100% accuracy yet, it appears that each polygon in a model is made up of 6 bytes. So far this has held true in all of my tests, but I've only been testing it with one piece of one model so far, so further testing is needed. If this is correct though, it'll help big time when hex editing models!
Well, yeah, that's how faces work. Each face has to connect to 3 vertices.

Anyway, I made a script last night for 3DSMax that lets you null out the faces of a mesh individually in the program, where you can then export and put into the model. I'll write up a tutorial for it and then release it, maybe by tonight.

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

Posted: Mon Feb 01, 2016 9:42 pm
by BobDoleOwndU
HeartlessSeph wrote:
BobDoleOwndU wrote:Another interesting find today! While I can't confirm this with 100% accuracy yet, it appears that each polygon in a model is made up of 6 bytes. So far this has held true in all of my tests, but I've only been testing it with one piece of one model so far, so further testing is needed. If this is correct though, it'll help big time when hex editing models!
Well, yeah, that's how faces work. Each face has to connect to 3 vertices.

Anyway, I made a script last night for 3DSMax that lets you null out the faces of a mesh individually in the program, where you can then export and put into the model. I'll write up a tutorial for it and then release it, maybe by tonight.
Sorry, I'm not very familiar with 3d modeling (I'm more of a programmer). If I understand correctly, each 2 bytes is referencing a vertex defined in the header of the model?

The script sounds great!

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

Posted: Tue Feb 02, 2016 6:44 pm
by HeartlessSeph
Well, I didn't really have the time to write up a detailed tutorial for it but I don't want to withhold it so here's the scripts: https://www.dropbox.com/s/j90pwzc4i96rq ... ts.7z?dl=0

You need the MGSV fmdl scripts for PC, a hex editor (I use HxD for this), and 3DSMax. Firstly, grab the model you want to remove meshes from and import it into 3DSMax with the fmdl script. Look for the part of the model you're going to be editing (example being Object001 which is what I'm going to be referring to for convenience) and select it. Then go to your MaxScripts and run the script I provided called Output faces and save it as something so you remember that's the unedited version of the faces (example: saving it as something like, Object001_original.face).

Now, you're going to want to make sure it is an editable mesh and then select faces as the selection type. Now begin clicking the faces you want to remove and clicking hide on them so they aren't in view. Once you get the model looking how you want it to with the faces you want removed, run the script called delete hidden faces on it. This will zero out the meshes that were hidden without actually deleting them. Now, run the Output Faces script on it again and name it so you know it's the edited set of faces (Object001_edited.face for example.)

Now you're going to want to open up HxD or whatever other hex editor you're using. I'll assume you're working with HxD here though. Open up your model's fmdl file and the two files you output from earlier. First, go into the unedited face file or Object001_original.face in this instance and press ctrl+A to highlight the entire file and then copy it with ctrl+c. Go into your fmdl and press ctrl+f to open up the search bar and then paste what you copied before into there and press enter. It should highlight the faces in the fmdl of the mesh you were editing.

Now go over to your edited face file or Object001_edited.face in this instance and press ctrl+a and copy the entire thing. This time though, you're going to go back into the fmdl where the data is already highlighted and press ctrl+b to paste the data into the file. Once you pasted the data in, save and then you're done.

I was originally going to make this a more in depth tutorial with pictures and stuff but maybe another day. Also, don't output more than one mesh at a time or use the Delete Hidden faces script on more than one mesh at a time. They aren't designed for that and I'm too new to maxscript to fix it right now to allow for that.
BobDoleOwndU wrote:
HeartlessSeph wrote:
BobDoleOwndU wrote:Another interesting find today! While I can't confirm this with 100% accuracy yet, it appears that each polygon in a model is made up of 6 bytes. So far this has held true in all of my tests, but I've only been testing it with one piece of one model so far, so further testing is needed. If this is correct though, it'll help big time when hex editing models!
Well, yeah, that's how faces work. Each face has to connect to 3 vertices.

Anyway, I made a script last night for 3DSMax that lets you null out the faces of a mesh individually in the program, where you can then export and put into the model. I'll write up a tutorial for it and then release it, maybe by tonight.
Sorry, I'm not very familiar with 3d modeling (I'm more of a programmer). If I understand correctly, each 2 bytes is referencing a vertex defined in the header of the model?

The script sounds great!
I hope I didn't come off as a douche when I said that. But yeah, somewhere in the fmdl that I don't exactly know right now has the start of that meshes' vertex 'array'. So if a face says 0300 0400 0500 that means the edges connect to vertices 4, 5, and 6 to make a face (since the array actually begins at 0). Before I made the script, I used that knowledge to delete faces by writing down the faces I wanted to delete through Max and then manually deleting them. I made the script because that got tedious as hell and I wanted a faster way of doing it.

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

Posted: Wed Feb 03, 2016 3:00 am
by BobDoleOwndU
HeartlessSeph wrote:Well, I didn't really have the time to write up a detailed tutorial for it but I don't want to withhold it so here's the scripts: https://www.dropbox.com/s/j90pwzc4i96rq ... ts.7z?dl=0

You need the MGSV fmdl scripts for PC, a hex editor (I use HxD for this), and 3DSMax. Firstly, grab the model you want to remove meshes from and import it into 3DSMax with the fmdl script. Look for the part of the model you're going to be editing (example being Object001 which is what I'm going to be referring to for convenience) and select it. Then go to your MaxScripts and run the script I provided called Output faces and save it as something so you remember that's the unedited version of the faces (example: saving it as something like, Object001_original.face).

Now, you're going to want to make sure it is an editable mesh and then select faces as the selection type. Now begin clicking the faces you want to remove and clicking hide on them so they aren't in view. Once you get the model looking how you want it to with the faces you want removed, run the script called delete hidden faces on it. This will zero out the meshes that were hidden without actually deleting them. Now, run the Output Faces script on it again and name it so you know it's the edited set of faces (Object001_edited.face for example.)

Now you're going to want to open up HxD or whatever other hex editor you're using. I'll assume you're working with HxD here though. Open up your model's fmdl file and the two files you output from earlier. First, go into the unedited face file or Object001_original.face in this instance and press ctrl+A to highlight the entire file and then copy it with ctrl+c. Go into your fmdl and press ctrl+f to open up the search bar and then paste what you copied before into there and press enter. It should highlight the faces in the fmdl of the mesh you were editing.

Now go over to your edited face file or Object001_edited.face in this instance and press ctrl+a and copy the entire thing. This time though, you're going to go back into the fmdl where the data is already highlighted and press ctrl+b to paste the data into the file. Once you pasted the data in, save and then you're done.

I was originally going to make this a more in depth tutorial with pictures and stuff but maybe another day. Also, don't output more than one mesh at a time or use the Delete Hidden faces script on more than one mesh at a time. They aren't designed for that and I'm too new to maxscript to fix it right now to allow for that.
BobDoleOwndU wrote:Sorry, I'm not very familiar with 3d modeling (I'm more of a programmer). If I understand correctly, each 2 bytes is referencing a vertex defined in the header of the model?

The script sounds great!
I hope I didn't come off as a douche when I said that. But yeah, somewhere in the fmdl that I don't exactly know right now has the start of that meshes' vertex 'array'. So if a face says 0300 0400 0500 that means the edges connect to vertices 4, 5, and 6 to make a face (since the array actually begins at 0). Before I made the script, I used that knowledge to delete faces by writing down the faces I wanted to delete through Max and then manually deleting them. I made the script because that got tedious as hell and I wanted a faster way of doing it.
The scripts work great! You've saved me many hours of manual hex editing, and the next version of the my mod will be done much sooner thanks to you! I just need to fix an error I made when I was manually hex editing the files and it'll be done!

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

Posted: Wed Feb 03, 2016 10:05 pm
by Solidcal
HeartlessSeph wrote:Well, I didn't really have the time to write up a detailed tutorial for it but I don't want to withhold it so here's the scripts: https://www.dropbox.com/s/j90pwzc4i96rq ... ts.7z?dl=0

You need the MGSV fmdl scripts for PC, a hex editor (I use HxD for this), and 3DSMax. Firstly, grab the model you want to remove meshes from and import it into 3DSMax with the fmdl script. Look for the part of the model you're going to be editing (example being Object001 which is what I'm going to be referring to for convenience) and select it. Then go to your MaxScripts and run the script I provided called Output faces and save it as something so you remember that's the unedited version of the faces (example: saving it as something like, Object001_original.face).

Now, you're going to want to make sure it is an editable mesh and then select faces as the selection type. Now begin clicking the faces you want to remove and clicking hide on them so they aren't in view. Once you get the model looking how you want it to with the faces you want removed, run the script called delete hidden faces on it. This will zero out the meshes that were hidden without actually deleting them. Now, run the Output Faces script on it again and name it so you know it's the edited set of faces (Object001_edited.face for example.)

Now you're going to want to open up HxD or whatever other hex editor you're using. I'll assume you're working with HxD here though. Open up your model's fmdl file and the two files you output from earlier. First, go into the unedited face file or Object001_original.face in this instance and press ctrl+A to highlight the entire file and then copy it with ctrl+c. Go into your fmdl and press ctrl+f to open up the search bar and then paste what you copied before into there and press enter. It should highlight the faces in the fmdl of the mesh you were editing.

Now go over to your edited face file or Object001_edited.face in this instance and press ctrl+a and copy the entire thing. This time though, you're going to go back into the fmdl where the data is already highlighted and press ctrl+b to paste the data into the file. Once you pasted the data in, save and then you're done.
Hello there. So I've followed your tutorial here making sure to do each bit correctly as you describe and all goes well. Come to the HxD part and when I ctrl+a from the unedited .face file in to the fmdl, it simple says it can't find that whole line. Not sure if I am doing something wrong or if I am using the wrong fmdl 3ds max sxcript that was posted a while ago, but it doesn't work from this point on. Any advice on this? Could it be the fmdl script or is there something I am doing wrong within 3ds max on the mesh bit I wanna hide?

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

Posted: Wed Feb 03, 2016 11:47 pm
by BobDoleOwndU
Solidcal wrote:
HeartlessSeph wrote:Well, I didn't really have the time to write up a detailed tutorial for it but I don't want to withhold it so here's the scripts: https://www.dropbox.com/s/j90pwzc4i96rq ... ts.7z?dl=0

You need the MGSV fmdl scripts for PC, a hex editor (I use HxD for this), and 3DSMax. Firstly, grab the model you want to remove meshes from and import it into 3DSMax with the fmdl script. Look for the part of the model you're going to be editing (example being Object001 which is what I'm going to be referring to for convenience) and select it. Then go to your MaxScripts and run the script I provided called Output faces and save it as something so you remember that's the unedited version of the faces (example: saving it as something like, Object001_original.face).

Now, you're going to want to make sure it is an editable mesh and then select faces as the selection type. Now begin clicking the faces you want to remove and clicking hide on them so they aren't in view. Once you get the model looking how you want it to with the faces you want removed, run the script called delete hidden faces on it. This will zero out the meshes that were hidden without actually deleting them. Now, run the Output Faces script on it again and name it so you know it's the edited set of faces (Object001_edited.face for example.)

Now you're going to want to open up HxD or whatever other hex editor you're using. I'll assume you're working with HxD here though. Open up your model's fmdl file and the two files you output from earlier. First, go into the unedited face file or Object001_original.face in this instance and press ctrl+A to highlight the entire file and then copy it with ctrl+c. Go into your fmdl and press ctrl+f to open up the search bar and then paste what you copied before into there and press enter. It should highlight the faces in the fmdl of the mesh you were editing.

Now go over to your edited face file or Object001_edited.face in this instance and press ctrl+a and copy the entire thing. This time though, you're going to go back into the fmdl where the data is already highlighted and press ctrl+b to paste the data into the file. Once you pasted the data in, save and then you're done.
Hello there. So I've followed your tutorial here making sure to do each bit correctly as you describe and all goes well. Come to the HxD part and when I ctrl+a from the unedited .face file in to the fmdl, it simple says it can't find that whole line. Not sure if I am doing something wrong or if I am using the wrong fmdl 3ds max sxcript that was posted a while ago, but it doesn't work from this point on. Any advice on this? Could it be the fmdl script or is there something I am doing wrong within 3ds max on the mesh bit I wanna hide?
You need to change to the type in find to hex.

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

Posted: Wed Feb 03, 2016 11:51 pm
by Solidcal
BobDoleOwndU wrote: You need to change to the type in find to hex.
Ah I knew I was forgetting something. Thanks.

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

Posted: Thu Feb 04, 2016 12:23 am
by SuperflyJohnson
Has anyone figured out how to get glasses/hats to go on models heads instead of sliding around on the ground next to their feet like most of them seem to do?

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

Posted: Thu Feb 04, 2016 1:18 pm
by HeartlessSeph
SuperflyJohnson wrote:Has anyone figured out how to get glasses/hats to go on models heads instead of sliding around on the ground next to their feet like most of them seem to do?
I think that may be stored in the frdv of the file but I can't be sure. I think that Fraridr got items like that working but now I don't know any way to contact him.

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

Posted: Thu Feb 04, 2016 3:01 pm
by Solidcal
HeartlessSeph wrote:
SuperflyJohnson wrote:Has anyone figured out how to get glasses/hats to go on models heads instead of sliding around on the ground next to their feet like most of them seem to do?
I think that may be stored in the frdv of the file but I can't be sure. I think that Fraridr got items like that working but now I don't know any way to contact him.
Yeah I believe you are right about the frdv being the file that contains the placement of models. I believe the user tao lung or someone of the same has been able to get glasses appearing properly on venom's face and such. But as I recall he was banned from the nexus but made a blog spot to still post his and others modding works. So you could always contact this guy about how he did the proper placement of glasses on the face. But if I recall English is not his first language.

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

Posted: Fri Feb 05, 2016 9:29 am
by frozensushi
Solidcal wrote: Yeah I believe you are right about the frdv being the file that contains the placement of models. I believe the user tao lung or someone of the same has been able to get glasses appearing properly on venom's face and such.
You're right Solidcal, he does have a mod like that. If anyone is interested in contacting Tao Lung Shamon, here's some links:

Tao Lung Shamon Personal Blog [Translated]
Tao Lung Shamon Personal Blog
Tao Lung Shamon Youtube page