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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

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dec0d3
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by dec0d3 »

Would it be possible to replace your snake or custom avatar model with Paz from the infirmary?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by emoose »

As I posted on CE.org and github...
I posted this on NuLLxD's github but should probably post it here too since this is the base of lua mods:

"A lot of the unnamed LUA files you have in here have been named, using the qar_dictionary.txt from Atvaarks GzsTool (github/Atvaark/GzsTool/releases/tag/v0.3.3) gives every LUA file a name except one, eg. 2cd691ee890e4.lua becomes /Assets/tpp/motherbase/script/MbmCommonSetting.lua. Might make it easier to mod if you use the named LUA files."

Atvaarks dictionary names every LUA file in data1.dat, only one is left unnamed which isn't used by the game afaik.
Hope this helps :)

(Can't seem to post urls yet, but add a dot com to the end of github above for the link to Atvaarks repo)
I'm also working on naming a lot of the unnamed FPK files (since fpk's have some clues to their original filenames...)

So far I've got around ~2000 extra fpk files named which aren't named in any other dictionaries afaik, will update this thread with the link to the github for this dictionary once I've cleaned it up (pull requests will be welcomed of course! :))
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

emoose wrote:As I posted on CE.org and github...
I posted this on NuLLxD's github but should probably post it here too since this is the base of lua mods:

"A lot of the unnamed LUA files you have in here have been named, using the qar_dictionary.txt from Atvaarks GzsTool (github/Atvaark/GzsTool/releases/tag/v0.3.3) gives every LUA file a name except one, eg. 2cd691ee890e4.lua becomes /Assets/tpp/motherbase/script/MbmCommonSetting.lua. Might make it easier to mod if you use the named LUA files."

Atvaarks dictionary names every LUA file in data1.dat, only one is left unnamed which isn't used by the game afaik.
Hope this helps :)

(Can't seem to post urls yet, but add a dot com to the end of github above for the link to Atvaarks repo)
I'm also working on naming a lot of the unnamed FPK files (since fpk's have some clues to their original filenames...)

So far I've got around ~2000 extra fpk files named which aren't named in any other dictionaries afaik, will update this thread with the link to the github for this dictionary once I've cleaned it up (pull requests will be welcomed of course! :))
I'm especially looking forward to this if it'll help me find the Human Volgin model. I want to play as him so badly, bent knees and all!
dec0d3 wrote:Would it be possible to replace your snake or custom avatar model with Paz from the infirmary?
This? http://i.imgur.com/1QiqoNm.jpg

And look what I found

http://i.imgur.com/xEtC4Ml.jpg (posting links because of image size)
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Higus »

@HeartlessSeph
Volgin head model:
https://www.youtube.com/watch?v=paMth8l0OWE
"vol3_main0_def.fmdl" in "chunk2\Assets\tpp\pack\mission2\free\f30010\f30011.fpk"
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

Higus wrote:@HeartlessSeph
Volgin head model:
https://www.youtube.com/watch?v=paMth8l0OWE
"vol3_main0_def.fmdl" in "chunk2\Assets\tpp\pack\mission2\free\f30010\f30011.fpk"
Can I say I love you? Haha, but honestly to think it was sitting under my nose this whole time, would have never thought it to be a separate head model. Sorry to bother you more, but does that mean there's another model of the Man on Fire that's headless to accommodate this head or was it a mesh swap done specifically during the cutscene?
dec0d3
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by dec0d3 »

HeartlessSeph wrote:
dec0d3 wrote:Would it be possible to replace your snake or custom avatar model with Paz from the infirmary?
This? http://i.imgur.com/1QiqoNm.jpg

And look what I found

http://i.imgur.com/xEtC4Ml.jpg (posting links because of image size)
Yes that. That exactly. Are there any bugs with the skeleton/first person view when doing that swap? Process please and I'll love you forever.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Higus »

HeartlessSeph wrote:
Higus wrote:@HeartlessSeph
Volgin head model:
https://www.youtube.com/watch?v=paMth8l0OWE
"vol3_main0_def.fmdl" in "chunk2\Assets\tpp\pack\mission2\free\f30010\f30011.fpk"
Can I say I love you? Haha, but honestly to think it was sitting under my nose this whole time, would have never thought it to be a separate head model. Sorry to bother you more, but does that mean there's another model of the Man on Fire that's headless to accommodate this head or was it a mesh swap done specifically during the cutscene?
If there were a headless model I suppose it'd be in that fpk. I assume they just swapped/hid meshes of the full body model, along with texture changes, as they did with Quiet in the rain scene (I assume).
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

dec0d3 wrote:
HeartlessSeph wrote:
dec0d3 wrote:Would it be possible to replace your snake or custom avatar model with Paz from the infirmary?
This? http://i.imgur.com/1QiqoNm.jpg

And look what I found

http://i.imgur.com/xEtC4Ml.jpg (posting links because of image size)
Yes that. That exactly. Are there any bugs with the skeleton/first person view when doing that swap? Process please and I'll love you forever.
I tested over MGS1 Snake's outfit. There are no notable bugs with the guns or her body but it has the first person view problem still. The FPS problem would be fixed if using Shigu's method but I'm unsure what would happen to her body proportions (like the Female skull test I did, she looked perfectly fine with the MGS1 swap but had the FPS problem but when using Shigu's method no longer had problems but had a proportion bugs.) If I were good at Hex editing meshes out I suppose I would be able to come up with a more definitive fix but as of now that's a no.
Higus wrote:
HeartlessSeph wrote:
Higus wrote:@HeartlessSeph
Volgin head model:
https://www.youtube.com/watch?v=paMth8l0OWE
"vol3_main0_def.fmdl" in "chunk2\Assets\tpp\pack\mission2\free\f30010\f30011.fpk"
Can I say I love you? Haha, but honestly to think it was sitting under my nose this whole time, would have never thought it to be a separate head model. Sorry to bother you more, but does that mean there's another model of the Man on Fire that's headless to accommodate this head or was it a mesh swap done specifically during the cutscene?
If there were a headless model I suppose it'd be in that fpk. I assume they just swapped/hid meshes of the full body model, along with texture changes, as they did with Quiet in the rain scene (I assume).
That's what I thought after reading what you posted regarding Quiet. It's all good though, I'm happy to have the maniac's head if nothing else.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by dec0d3 »

HeartlessSeph wrote: I tested over MGS1 Snake's outfit. There are no notable bugs with the guns or her body but it has the first person view problem still. The FPS problem would be fixed if using Shigu's method but I'm unsure what would happen to her body proportions (like the Female skull test I did, she looked perfectly fine with the MGS1 swap but had the FPS problem but when using Shigu's method no longer had problems but had a proportion bugs.) If I were good at Hex editing meshes out I suppose I would be able to come up with a more definitive fix but as of now that's a no.
That's fine, I'll take what I can get. Let me know the process you used to get that far and I'll see if I can take care of the hex editing following what shigu said earlier.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by amandabyyy »

Ugh I can't get a lua script to decrypt (unless it's compiled). I'm trying to get at demo_block.lua in f30050_d100_fpkd. QAR -r, MGSV_ResDec don't work.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Tex »

Sergeanur did write there were some compiled lua files back in Ground Zeros, but no one has weighed in on what's up with the MGSV .fpk luas.

If they are compiled then I think there's something else done to them too because luadec51 (MGSV uses lua5.1) can not even recognize them.

Also the usual convention for compiled lua files is to use the extension .luac
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by odrin »

Higus wrote:Quiet model locations:
Prisoner model - currently unnamed "3d69c369b36f8.fpk" in chunk2
Motherbase cell model - "chunk3\Assets\tpp\pack\mission2\free\f30050\f30050_d022.fpk"
Sniper Wolf model - currently unnamed "2d4b90b907865.fpk" in chunk1
Default XOF model - currently unnamed "417c52767792.fpk" in chunk1
Hospital XOF model - currently unnamed "2a5f83a94178.fpk" in chunk0
Rain scene model - "chunk3\Assets\tpp\pack\mission2\free\f30050\f30050_d100.fpk" **Not certain, appears as normal quiet in swap attempts - most likely due to mesh swapping in cutscene**
https://youtu.be/p4F5TPbwRy0
https://youtu.be/eKJcfi8HVnA
https://youtu.be/RwFHuZ5h0Lw

Also:
Snake's prosthetic arm - currently unnamed "3b872a19bdc48.fpk" in chunk0
Snake's head model - currently unnamed "ddef9aa7c0d2.fpk" in chunk0

and added Sniper Wolf to my Quiet player mod (next is prisoner outfit maybe): http://www.nexusmods.com/phantompain/mods/6
thank you. that seems very promising and makes me wonder about some modding possibilities. it seems head and bodies are indeed separate for a majority of the characters. would it then be possible to introduce extra options in the uniform selection, since those would just be body models. same as with head gear options i suppose. they probably won't work too well on snake considering the horn and facial hair and other unique features(fabric swaying in breeze for example), but on the other soldier characters, they probably would.

maybe you could see if soviet uniforms could be used along with default motherbase material like the masks.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by DUSToid1109 »

Higus wrote:@HeartlessSeph
Volgin head model:
https://www.youtube.com/watch?v=paMth8l0OWE
"vol3_main0_def.fmdl" in "chunk2\Assets\tpp\pack\mission2\free\f30010\f30011.fpk"
nice work!! :D Can you find original BIGBOSS head model?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by PTE Jenkins »

Has anybody figured out at all how the bodygroups on the enemy soldiers work? so we could get player swaps with different enemy loadouts.
odrin wrote: thank you. that seems very promising and makes me wonder about some modding possibilities. it seems head and bodies are indeed separate for a majority of the characters. would it then be possible to introduce extra options in the uniform selection, since those would just be body models. same as with head gear options i suppose. they probably won't work too well on snake considering the horn and facial hair and other unique features(fabric swaying in breeze for example), but on the other soldier characters, they probably would.

maybe you could see if soviet uniforms could be used along with default motherbase material like the masks.
I think the soviet soldiers have different bone rotations because I tried swapping their uniform out with the regular dd bdu's and their hands and legs looked super fucked up.

Image

http://images.akamai.steamusercontent.c ... FE59DA35C/

Has anybody figured out where the african or soviet balaclava is? I wanted to swap out the dd balaclava with the soviet or african one.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by bers »

Hey guys, I am new here :)

Ive done some semi-successful model swapping so far in MGS5

What I (and others I think) would be interested in, is a listing of the model files located in the mgs5 game files paired with the name of the character and the scene it is used in.

Like this one by Higus:
Quiet model locations:
Prisoner model - currently unnamed "3d69c369b36f8.fpk" in chunk2
Motherbase cell model - "chunk3\Assets\tpp\pack\mission2\free\f30050\f30050_d022.fpk"
Sniper Wolf model - currently unnamed "2d4b90b907865.fpk" in chunk1
Default XOF model - currently unnamed "417c52767792.fpk" in chunk1
Hospital XOF model - currently unnamed "2a5f83a94178.fpk" in chunk0
Rain scene model - "chunk3\Assets\tpp\pack\mission2\free\f30050\f30050_d100.fpk" **Not certain, appears as normal quiet in swap attempts - most likely due to mesh swapping in cutscene**
https://youtu.be/p4F5TPbwRy0
https://youtu.be/eKJcfi8HVnA
https://youtu.be/RwFHuZ5h0Lw

Also:
Snake's prosthetic arm - currently unnamed "3b872a19bdc48.fpk" in chunk0
Snake's head model - currently unnamed "ddef9aa7c0d2.fpk" in chunk0
From my research I can say that

Code: Select all

chunk0\Assets\tpp\pack\mission2\common\mis_com_doctor.fpk
is either not the doctor in the proloque or he is not replaceable

and that

Code: Select all

chunk0\Assets\tpp\pack\mission2\common\mis_com_ocelot.fpk
works is the ocelot after you rescued kaz but not the ocelot in the ending after you beat Sahelanthropus

PS: my modelswapping attempt:
http://a.uguu.se/xycetw_outScaled.webm
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