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

Posted: Sat Mar 19, 2016 9:36 am
by HeartlessSeph
Tex wrote:Yeah, sorry, Player.ApplyFormVariationWithFile(fovaFilePath) is the one.

For my test, as mentioned hospital already had fova files in it's pack, for scarf I just grabbed the fova files from the cutscene fpk (sna0_main1_v00.fv2 is the mask) and jammed them in the plparts_normal_scarf.fpk

There's a couple of downsides:
If there's a player emblem will change to the default emblem, not that big of a deal.

Player fova is reset on any load (mission start, checkpoint restart). A bigger deal.

I know you're capable enough to use that to start testing stuff, so what I intend to do:

I have a method in mind that might mean all a model swap needs to provide is a lua file with the same name as the plparts fpk which will contain simple info about the fova (path + description), and bundle the fova in the plparts pack. Hopefully it actually pans out.

And I would have to work out saving (easyish with my current setup) and restoring (a matter of finding the right place in execution to run it). Though this will be complicated a bit to allow the user to change model swap pack at will.

That of course does does mean relying on infinite heaven, but an independent system would essentially have to do what inf heaven would be doing anyway: button input>menu/data file>menu selection of fova etc.

Would that cover what you had hoped to be able to do? If not what did you have in mind?
That should be able to cover it. If there were a method to load it automatically that would be better but I don't know how that would be able to be done. I don't mind using infinite heaven though, considering I already use it anyway.

Also, did a quick test with it for the Medic's outfit and it worked. dds0_main2_v01.fv2 brought up the clean medical glove he used when operating on Paz http://i.imgur.com/wMlSSnB.jpg

Now I just need to find the fv2 that loads up the model for the gloves that are present on the model since that's the reason I posted that in the first place. Thanks a lot Tex, this can potentially solve a issue me and another user were trying to fix for a couple of months now.

EDIT: Found it, it was simply the dds0_main2_v05 fova file. http://i.imgur.com/5scmnqg.jpg

Thanks a lot Tex. Can't wait for your fova loading method with Infinite Heaven.

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

Posted: Sat Mar 19, 2016 10:14 am
by artworkplay
Would anyone know where the latest fpk dictionary for MGO3 can be downloaded?

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

Posted: Tue Mar 22, 2016 11:02 am
by Tex
Getting there:
https://youtu.be/Kx2_cjmPEG0

Model swapped the main afgh soldiers model and using the related fovas.
The soldier game object uses a different system to show/hide the enemy prep equipment though (helmet/cap,nvg/nvg mount,gas mask,light body armor).
A workaround would be if someone could create a tool to make fovas, and have it spit out fovas of all the combinations of submeshes/textures, throw that into a table for infinite heaven to manage.


While most of the fovas are referenced in the script for the body system (in the prior mentioned Soldier2FaceAndBodyData.lua), there's a bunch that aren't: svs0_quip0_v00 etc show un-enemy prepped models with different camos, svs0_quip1_v01 shows no difference from svs0_quip1_v00 for some reason.

The equivalent named fovas applied to the Africa soldier model doesn't seem to be along the same lines, it doesnt hide any meshes:
https://i.imgur.com/5JbWevc.jpg

And the africa model has texture loading issues: https://i.imgur.com/YJZUqOL.jpg
loading a level that loads the textures itself (africa, or mother base with DD suit set to africa soldiers) fixes it, and the textures will remain correct on going back to ACC. I don't know why africa soldiers would have this issue and soviet not.


Also has a proper fix to the first-person view been created? I don't think the method I saw mentioned - of jam full model into head, null body - is going to work for this.

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

Posted: Tue Mar 22, 2016 9:58 pm
by TruckerHatRyan
Tex wrote:Also has a proper fix to the first-person view been created? I don't think the method I saw mentioned - of jam full model into head, null body - is going to work for this.
Unfortunately no. Unless someone has devised of a method that has not been shared, it is still limited to the typical nulling/slotting methods to bypass first person issues. Hopefully someone can figure something out.

Also excellent work Tex, you sir are a genius.

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

Posted: Tue Mar 22, 2016 10:04 pm
by HeartlessSeph
Tex wrote:Also has a proper fix to the first-person view been created? I don't think the method I saw mentioned - of jam full model into head, null body - is going to work for this.
Nah, none that I can think of anyway. I can compare the MGO Ocelot and the original model in a hex editor to see what I can find though.

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

Posted: Wed Mar 23, 2016 4:32 am
by AliceJxas
Hey! I'm kind of a noob when it comes to modding, and I usually just examine other people's mods to figure things out or lurk on forums like this to research how to do things. I'm interested in trying to mod some stuff in TPP but I'm in a little over my head. So this time I figured I'd ask some questions to get a head start and be productive instead of waiting for someone else to solve my problems.

One thing I'm interested in is modifying the properties of weapons and items, and right now I'm specifically looking at how to use the Sneaking Suit model while having the properties of the Raiden Uniform or the Parasite Suit. From their appearance I assume both of them are made up of a single model and can't be replaced simply, so I wanted to ask about modifying the properties directly. First of all, from what you more experienced modders have seen so far, would it even be possible? If it could be, can someone point me in a direction to look? Like would that be something in a script? Or somewhere else?

If anyone can help me out I'd be really thankful, and if I find anything new I'll post it here.

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

Posted: Thu Mar 24, 2016 4:54 pm
by crash!
Holy shit, is Tao now advertising his site and literally spamming other modders to put "his mods eyes" haha lmfao im so done.

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

Posted: Fri Mar 25, 2016 9:11 pm
by kagami
I've read already some 30 pages of the main thread, and I'm wondering...

have the weapon/items names tables already been found?

I'm interested in stuff like:
p06="name_wp_3060"

and also, I've seen lots of "TppEquip" references around, but no .lua file (or any file) with that name...unless I'm looking in the wrong place...

is that mystery already solved? (I wanted to create a weapon database)...

also, same thing for the .ui* files, nothing yet I guess?

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

Posted: Fri Mar 25, 2016 10:43 pm
by Tex
Read this for general knowledge.
http://wiki.tesnexus.com/index.php/Lng2_File_usage

Use my crude lang_dictionary.txt (made from just ripping all strings from the lua files):
https://mega.nz/#!vIkRETAb!fGqS3IaQAv8G ... CCfx5-ytmM

With the latest lang tool:
https://github.com/Atvaark/FoxEngine.Tr ... l/releases

TppEquip is an engine module, not a lua module.

ui files are in various fpks. A little research has been done on them,
viewtopic.php?f=10&t=12407&p=111315#p111315
I think most of the set up and manipulation of them is in the engine however so we're not likely to be able to add anything of note.

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

Posted: Sat Mar 26, 2016 1:52 am
by kagami
hey buddy!, thanks for the reply here!
Tex wrote:Use my crude lang_dictionary.txt (made from just ripping all strings from the lua files):
https://mega.nz/#!vIkRETAb!fGqS3IaQAv8G ... CCfx5-ytmM
So, there's a dictionary update?, makes a lot of sense on why I was pretty much just reading hashes!, will have a further look at it!

are there any more dictionaries for the tools that are available around here?, I basically just have GZS updated regarding that (from github), I'm specially interested regarding the fpk tool :P
Tex wrote: TppEquip is an engine module, not a lua module.
makes sense, but which file is it or where it is located?




thanks a lot for the heads-up, I was literally reading 'til 4:30am trying to get more documentation, but the thread is littered with tons of "quiet" and "nude quiet" requests (:

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

Posted: Sat Mar 26, 2016 2:59 am
by Tex
When I say engine module I mean it's defined by the exe, it's not a lua file.

While a forum is good for conversation and pulling together focus, it's naturally bad as an information resource (more so with one monolithic thread).
It's why I started putting things on the wiki: http://wiki.tesnexus.com/index.php/Cate ... ar_Solid_5
Though progress is glacial, since I'm only one guy, mostly I just dump a chunk of text from a post into one page, make sure it has the main category, and leave it for a few weeks.

There is a great bunch of in this thread, it's just scattered, as you mention, the 'signal to noise' ratio is bad lol

lang tool has it's own dictionary, as far as I'm aware I'm the only one who's made one (since I basically asked for the feature from aatvark), it came much later than the dictionary project of file hashes.

gzstool uses the main dictionary, which you've said.
I just noticed foxtool has one (fox_dictionary.txt), but I'm not actually sure what hashes it's attempting to resolve.
I'm not sure if any other tools do, basically just check all atvaarks tools folders to see if there is one.

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

Posted: Sat Mar 26, 2016 4:55 am
by kagami
I do this 'cause I get lots of fun modding (sometimes more than playing the game), but yeah, it seems just a few people are interested in those "hidden" things, lol

Dunno if it would help, but maybe I can do the weapon "database" I had in mind as part of the wiki instead?

But it seems not all the data for weapons is resolved isn't it?, I think I've read that the main damage and stuff like that is not completely "resolved" on how it works...I think I saw a post mentioning several numbers but only the first one was "raw" damage

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

Posted: Wed Mar 30, 2016 10:26 pm
by SecaProject
Here you can find updated emoose dictionary with mgo filenames
https://github.com/secaproject/MGSV-QAR ... ry-Project

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

Posted: Sun Apr 03, 2016 12:46 am
by kagami
it's not the same as the secaproject? (as in, any issues in using it, I know it's forked from the emoose)

https://github.com/secaproject/MGSV-QAR ... ry-Project

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

Posted: Sat Apr 09, 2016 5:48 pm
by unknown123
Is there any info about where the game stores list of available guns on sortie prep screen http://i.imgur.com/xz4Z1vQ.png ? I want to add "None" as an option for primary and secondary guns. I suppose this info is in `master\0\00\Tpp\Scripts\Equip\EquipIdTable.lua` file, but any changes to it crash the game.
There is also no "None" option in this file, however shields have it and primaries don't.