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

Posted: Tue Dec 30, 2014 3:13 am
by Kazeite
I have a bug report for FtexUnpacker - there's one file it cannot convert:

\data_01\Assets\tpp\ui\texture\map\gntn_photo_clp.ftex

Other than that, stellar work all around. I anxiously await model converter :]

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

Posted: Tue Dec 30, 2014 8:27 am
by odrin
Sergeanur wrote:Image
Got Scullface.
https://www.youtube.com/watch?v=A8jd4cQdF-A
meh skullface sucks. no personality, no originality. like a revolver ocelot clone wit the cowboy stuff. but his face is burned blah blah

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

Posted: Tue Dec 30, 2014 9:45 am
by wunk
https://www.youtube.com/watch?v=Pyp25uV ... e=youtu.be

People dunking into the model swapping scene now.

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

Posted: Tue Dec 30, 2014 10:35 am
by devilsnake88
http://www.youtube.com/watch?v=fUD2jj2q90E
Still the best *whistle* ^^

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

Posted: Tue Dec 30, 2014 11:57 am
by cra0
Funky UI for model tool hopefully we can start doing model editing :P
Image

On a side note regarding sounds it seems if you trim like 33 bytes from the sbp files it can be loaded with RavioliGameTools
Image

Now this isn't something new but I'm just putting it out there in case anyone wants to mess with audio or extract the bgm.

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

Posted: Tue Dec 30, 2014 2:34 pm
by Sergeanur
Dictionaries for both QAR tool and FPK tool were updated. For FPK only 2 names remain unknown:
ff0c3364ffdd1cac33f4ea0e1ea9d2b3.fmdl
bb745c44a2b5324eb21d54e1fe4c90fe.parts

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

Posted: Tue Dec 30, 2014 3:31 pm
by JayK
I extended my maxscript to manipulate faces as well, decided to give big boss a shave because I felt he needed it;

Image

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

Posted: Tue Dec 30, 2014 6:04 pm
by devilsnake88
JayK wrote:I extended my maxscript to manipulate faces as well, decided to give big boss a shave because I felt he needed it;

Image
AWESOME!
GG for your work and good luck to Cra0'!

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

Posted: Wed Dec 31, 2014 4:37 am
by wunk
Image
Can edit textures now

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

Posted: Wed Dec 31, 2014 10:13 am
by Higus
How is the possibility of never having to repack data_02.g0s looking?

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

Posted: Wed Dec 31, 2014 7:24 pm
by stiffy360
DEElekgolo wrote: Can edit textures now
How would you go about doing that?

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

Posted: Wed Dec 31, 2014 9:02 pm
by whiteraven
FPS is now unlocked.

However Grenades seem to break when doing it. Can anyone else help debug for a fix?

https://www.youtube.com/watch?v=34tnQQQMHV4

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

Posted: Wed Dec 31, 2014 9:30 pm
by Kazeite
stiffy360 wrote:
DEElekgolo wrote: Can edit textures now
How would you go about doing that?
Well, converting and editing them is not a problem... mostly. Most of the textures can be converted to .dds by using JayK FTexUnpacker.

It's re-packing them back into .ftex format that's been... problematic thus far. But apparently that problem's been solved. I guess we can wait a little for tutorial or something.

These are interesting times, wouldn't you agree? Every day brings new development, a new mod, tool or tutorial :)

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

Posted: Thu Jan 01, 2015 2:05 am
by rensole
so anyone have a model dump ?
In obj or 3ds or something ?

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

Posted: Thu Jan 01, 2015 2:23 am
by volfin
rensole wrote:so anyone have a model dump ?
In obj or 3ds or something ?
Image

Converting the data is simple enough. But what I find lacking so far is the offset/length data to automate the process. So for now i have to set the script to point to the right data blocks by hand. Until i work that part out, (or someone gives some real info instead of just pretty pictures) I can't release a converter.