Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Sun Jul 24, 2016 11:47 pm
does anyone know the location of the avatars beard models?
Game Research Forum
https://forum.xentax.com/
It's part of the Avatar's face model.paulscottttt wrote:does anyone know the location of the avatars beard models?
damn, i'm guessing you cant replace avatar face ?HeartlessSeph wrote:It's part of the Avatar's face model.paulscottttt wrote:does anyone know the location of the avatars beard models?
Yes, via HeartlessSeph's vertex Maxscript.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?
This will be useful, thanks!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
(See notes at the end on how to find them for yourself )pewposterous wrote:Does anyone know the location of the female skull snipers file names and texture names? would be much appreciated
YouRePrettyGood wrote:(See notes at the end on how to find them for yourself )pewposterous wrote:Does anyone know the location of the female skull snipers file names and texture names? would be much appreciated
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).
You're welcome !pewposterous wrote:Holy crap! Thanks for writing this up for me! Been scratching my head for hours xD
Yes, but first-person will be completely blocked by the head.Ashtails wrote:Do you think it would be possible to replace Quiet's model in MGO with the Skulls Sniper?