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

Posted: Mon Sep 21, 2015 3:34 am
by HeartlessSeph
mokuna wrote:
HeartlessSeph wrote:
mokuna wrote:One thing I've been trying to do is mod Ocelot in place of the soldiers. I could get him to show up by swapping his model into mis_com_afgh.fpk but I still get the soldiers various faces on top of his. Can anyone give me any pointer into finding these faces?

Also I'm trying to figure out how to edit these face meshes out. I have an hex editor, but I can't understand which file extension needs to be opened with that changed. If I get this information I can probably try and figure out the rest myself.

Any help?
If you want to edit meshes out you need to open the fmdl file.
So you don't use hex editing for them? You just open the fmdl, delete everything and save again?
Woah, I didn't mean that. After you unpack an fpk file, you have to look for the fmdl of the character you want to edit, open it using the hex editor and zero out the meshes. Sorry I can't give much info beyond that, it's a bit hard to explain.

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

Posted: Mon Sep 21, 2015 7:45 am
by mokuna
HeartlessSeph wrote:
mokuna wrote:
HeartlessSeph wrote: If you want to edit meshes out you need to open the fmdl file.
So you don't use hex editing for them? You just open the fmdl, delete everything and save again?
Woah, I didn't mean that. After you unpack an fpk file, you have to look for the fmdl of the character you want to edit, open it using the hex editor and zero out the meshes. Sorry I can't give much info beyond that, it's a bit hard to explain.
Thanks, sorry I misunderstood!

I'll try to open a couple of files and see what changes and figure out which parts of the file is the whole header/metadata and which ones are the meshes. If I can get it done somehow I'll try writing a guide myself.
(That said anyone that has pointers that could help and wants to share is very welcome to do so)

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

Posted: Mon Sep 21, 2015 8:31 am
by HeartlessSeph
mokuna wrote:So you don't use hex editing for them? You just open the fmdl, delete everything and save again?
HeartlessSeph wrote:Woah, I didn't mean that. After you unpack an fpk file, you have to look for the fmdl of the character you want to edit, open it using the hex editor and zero out the meshes. Sorry I can't give much info beyond that, it's a bit hard to explain.
mokuna wrote:Thanks, sorry I misunderstood!

I'll try to open a couple of files and see what changes and figure out which parts of the file is the whole header/metadata and which ones are the meshes. If I can get it done somehow I'll try writing a guide myself.
(That said anyone that has pointers that could help and wants to share is very welcome to do so)
I'm actually planning on making a video of me just showing myself hex out some meshes. It's not difficult once you know what you're doing, it's just a little difficult for me to explain in words considering I suck at tutorials.

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

Posted: Mon Sep 21, 2015 11:02 am
by nowonever1
allah1985 wrote:
DarknessValtier wrote:Image

https://www.youtube.com/watch?v=XOdD9D3zQ5c

Quiet Default Playable 0.9
--------------------------------
This version of Quiet works perfect using the original bones of her.
First Person Fixed
Facial expression fixed
Bra simulation fixed
Hair simulation fixed
Breast bouncy fixed
Dirty and burned effects fixed
---------------------------------
"This is a version 0.9 because i trying to remove the Snake's arm
==================
Download
http://www.mediafire.com/download/m9leg ... le+0.9.rar
As another person said I can't seem to get this mod to work. All it shows is Big Boss without a body when I try it

http://i.imgur.com/SrHxsgA.png
Can you make her voice as a female?it's cool to play main character as Q, but listen to her voice as snake is weird, or just mute her voice is fine.thx

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

Posted: Mon Sep 21, 2015 1:50 pm
by cra0
FoxEngine Model Studio

Update ok for model export/import compatibility I have all the bone names down. Even though the FMDL doesn't actually store a string table with them anymore a friend has resolved them for me
Image

For model import/editing I'm thinking (for now) since we don't know exactly all the modules contained inside the FMDL format have an option where you would input a fmdl for example lets say snake. Once you input the fmdl it will give you various options of exporting to a file ie. SMD/Obj you can then export that and open it in your favorite 3D edtior do modifications then export out and import it back into the fmdl file.

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

Posted: Mon Sep 21, 2015 2:22 pm
by nowonever1
Anybody has a plan to distribute more female soliders on the battlefield? that could be more intersting, for now I guess for model swap, only a few char is intersting, like Q, and some mod just break the balance of the game, so I think to mod is to make it more interesting, more female soliders we encounter will be a good idea, just don't know how to do that, specifically I haven't found which file controls what char with what model with be distributed on the field, anybody also works on this?

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

Posted: Mon Sep 21, 2015 4:26 pm
by CoreyHUN
Guys, how do you export the models with fixed UV maps? Mine ones are fucked up :/

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

Posted: Mon Sep 21, 2015 6:35 pm
by Loomy
@cra0
cra0 wrote:FoxEngine Model Studio

Update ok for model export/import compatibility I have all the bone names down. Even though the FMDL doesn't actually store a string table with them anymore a friend has resolved them for me


For model import/editing I'm thinking (for now) since we don't know exactly all the modules contained inside the FMDL format have an option where you would input a fmdl for example lets say snake. Once you input the fmdl it will give you various options of exporting to a file ie. SMD/Obj you can then export that and open it in your favorite 3D edtior do modifications then export out and import it back into the fmdl file.
You are a legend bro, second to none ! !!! that is awesome news, cant tell u how much time ive spent banging my head against wall trying to make something of the current bones export via maxscpt lol.

Im really keen to try out FMS, if you need some testing, im doing a boatload of model extraction/and what not, while i wait for a pc that can actually run the game ^^. please do count me in.

My sincere thanks for your efforts.
CoreyHUN wrote:Guys, how do you export the models with fixed UV maps? Mine ones are fucked up :/
if you are using maxscript, you will be getting out exactly same uvs as everyone else, or whats in the game. can u give some example of what you mean ? maybe can help

on a sidenote, if you are referring to perfect being assymetrical and matching body parts and what not ? they are naturally f*cked up, like most game assets, and fixing them is more headache than its worth -> welding seams, baking tex, & retopo etc. or realigning uv map manually. zanywayz if this is what u mean, its something im trying to learn myself and messing around with

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

Posted: Mon Sep 21, 2015 8:32 pm
by Ashtails
Am I the only person on the internet who think the ending of MGSV (Mission 46) was not disappointing?

Its not trying to say that you are not Big Boss, what it was trying to say was that the player and BB make one identity, meaning all of the players actions are cannon to the world of MGSV

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

Posted: Mon Sep 21, 2015 10:18 pm
by pewposterous
Ashtails wrote:Am I the only person on the internet who think the ending of MGSV (Mission 46) was not disappointing?

Its not trying to say that you are not Big Boss, what it was trying to say was that the player and BB make one identity, meaning all of the players actions are cannon to the world of MGSV
I feel the story and characters in general were dissapointing, but thats the price you pay for a 'open world'.

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

Posted: Tue Sep 22, 2015 12:17 am
by Ramiz
Anyone knows location of UI subtitles?

I know that subtitles for cutscenes are here:
\data1\Assets\tpp\ui\Subtitles\subp\EngVoice\EngText
but where are interface subtitles? (Main Menu etc.)

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

Posted: Tue Sep 22, 2015 12:44 am
by Ashtails
Best mod idea ever

Replace D-dog's knife sneaking suit with Blade Wolf from Metal Gear Rising

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

Posted: Tue Sep 22, 2015 5:18 am
by DUSToid1109
Can you find oselot unit(black_ocelot)?

i find of:
chunk2\Assets\tpp\pack\mission2\story\s10050\s10050_d02.fpk
dds3_main0_def.fmdl

sorry my bad english
try it.

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

Posted: Tue Sep 22, 2015 2:16 pm
by Soulpatrol
Thanks for the work you all did here and the sharing :)

I want to ask if some one modded the Xbox360 Files here too ?
Or are the Files on the different Platforms all the same ?

Im asking because i want to change Quiet's Haircolor to red for the beginning and so i started searching the Web for some Infos about modding this Game and ended here reading.

I downloaded the Tools the Users here coded, used the MGSV QAR Tool to successful unpack the "77d720e8d8714bc.dat" File.
I read here that a2edc14ac4a3 is Quiet's Hairtexture, but i only have "a2edc14ac4a3.2.ftexs" and "a2edc14ac4a3.3.ftexs".
By using FtexTool v0.3 to convert the textures, i got error Message: Input file is not ending in ftex or dds.

So i foolish try to rename the File to .ftex and the Tool crashed:
FtexTool.Exceptions.AssertionFailedException in FtexTool.ExtensionMethods.Assert[T](BinaryReader reader, T expected, String message)
in FtexTool.Ftex.FtexFile.Read(Stream inputStream)
in FtexTool.Program.GetFtexFile(String filePath)
in FtexTool.Program.UnpackFtexFile(String filePath, String outputPath)
in FtexTool.Program.Main(String[] args)
Then the MGSV QAR Tool had some Problems to unpack the "77e6d53969026de.dat" File:
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\8046499609ab.fpk
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\8046499609ab.fpkd
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\38ab5ba435266.fpk
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\38ab5ba435266.fpkd
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\1c4302c359895.fpk
WARNING: size fields are not equal! The result might be incorrect!
77e6d53969026de\1c4302c359895.fpkd
and so on...
Is that ok or are there Problems with the Xbox360 Files ?

So i start reading again here and see a lot People posting the Textures and it looks like im the only one having this Problem.

Anybody willed to help me please on this ?

Edit: Excuse my English, i try my best :)

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

Posted: Tue Sep 22, 2015 9:05 pm
by kazblox
https://tcrf.net/User:Kazblox/Metal_Gea ... Windows%29

Hi guys. I am Kazblox... new to XeNTaX. This is little to not modding related, but I need your help finding pointer lists for everything in the data files so that I can see what's commented out or not used. I already got the pointer lists for the missions and specific MB cutscenes from Reddit, but I need to find other pointer lists.

As you can see, I only started the article a few days ago. I don't have much time to work on datamining these days so I hope that XeNTaX can help me find unused content.