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

Posted: Thu Oct 01, 2015 6:50 pm
by Higus
HeartlessSeph wrote:
Higus wrote: Sweet, thanks for the prompt reply.

I'd like to add though that I have found a nice workaround for anybody interested; If you save your new dds with NO mipmaps, then you may convert it to have just one ftexs and the new ftex+ftexs will ignore any of the other original ftexs from the texture qars, so that your new textures may be loaded at max resolution within the convenience of a pftxs (no need to go hash-digging for adding extra ftexs files!)
Image
Wow, that's an awesome yet simple fix. There's been no downside to this has there?
Upon testing for a few hours, yeah, the game crashes at the loading screen a hell of a lot more frequently with this method. But the crash only happens upon the first time it needs to load the model with the custom textures in question. Unless you change outfits, once you're in the game, it should be fine (it's annoying as shit though)... And there's another issue where these weird looking tear lines come across the textures SOMETIMES, other times the game loads it fine, they're not extremely noticeable, they look like scars on skin, but once you notice, you notice. I'd recommend sticking to export at 512x512 for most textures honestly, unless you use it for testing/convenience or it's REALLY necessary for the higher res textures, just save your custom dds at 512 and it'll come out with 3 ftexs and a hell of a lot less issues.

(WE STILL NEED A SOLUTION TO THIS FTEXS AMOUNT ISSUE, PEOPLE!)

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

Posted: Thu Oct 01, 2015 7:59 pm
by HeartlessSeph
Higus wrote:
HeartlessSeph wrote:
Higus wrote: Sweet, thanks for the prompt reply.

I'd like to add though that I have found a nice workaround for anybody interested; If you save your new dds with NO mipmaps, then you may convert it to have just one ftexs and the new ftex+ftexs will ignore any of the other original ftexs from the texture qars, so that your new textures may be loaded at max resolution within the convenience of a pftxs (no need to go hash-digging for adding extra ftexs files!)
Image
Wow, that's an awesome yet simple fix. There's been no downside to this has there?
Upon testing for a few hours, yeah, the game crashes at the loading screen a hell of a lot more frequently with this method. But the crash only happens upon the first time it needs to load the model with the custom textures in question. Unless you change outfits, once you're in the game, it should be fine (it's annoying as shit though)... And there's another issue where these weird looking tear lines come across the textures SOMETIMES, other times the game loads it fine, they're not extremely noticeable, they look like scars on skin, but once you notice, you notice. I'd recommend sticking to export at 512x512 for most textures honestly, unless you use it for testing/convenience or it's REALLY necessary for the higher res textures, just save your custom dds at 512 and it'll come out with 3 ftexs and a hell of a lot less issues.

(WE STILL NEED A SOLUTION TO THIS FTEXS AMOUNT ISSUE, PEOPLE!)
Yeah, I've seen those scars you're talking about. They're mostly noticeable under light I think. But honestly, I've never had crashes with custom textures unless I rushed or I was running the game with high settings. I noticed that the longer the game takes to load textures, the more likely it is to crash.

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

Posted: Thu Oct 01, 2015 11:39 pm
by XrayDoc
Anyone know how to unpack the PES 2016 files? I really want to switch the models since they're both FOX engine.

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

Posted: Thu Oct 01, 2015 11:58 pm
by Topher
Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd?

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

Posted: Fri Oct 02, 2015 12:14 am
by XrayDoc
Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
Do you mean camera like a gun camera? Those are called ctv0_main0_def.fmdl in the mechas

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

Posted: Fri Oct 02, 2015 12:31 am
by emoose
Tex wrote:
emoose wrote:Alright, figured out how those LUAs are crypted,
Great work.

emoose, have you generated any of the fpk names for the dictionary using the methods used in TppPacklist.lua:MakeDefaultMissionAreaPackPath and AddFOBLayoutPack? Couldn't be sure since you have enough of the fpks that I didn't check if any were missing. If not I could post a slightly more readable breakdown for you to start from.
Not yet, had a look over but couldn't really understand it much, if you could break it down that could be helpful :)
Higus wrote: This is great! Now we just need to find out where the damn Camera lua files are located... Anybody found anything? I've been searching my ass off for these but haven't found a trace of their existence, at least not the way they're supposed to be named/placed as in Ground Zeroes...
I saw some files called CameraAroundParams.lua, CameraSubjectiveParams.lua and CameraTpsParams.lua in a few fpk files, looked like they controlled FoV and such, should be able to find them easy.

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

Posted: Fri Oct 02, 2015 1:08 am
by lazycurler
Hey everyone,

I am completely new here, literally just joined. I am a long time MGS fan and a software engineer. I haven't had time to read through this whole thread yet but I came here after seeing some modding tools on github. I have a strong CS and CompE background but have no experience with game dev or modding. How can I help?

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

Posted: Fri Oct 02, 2015 2:46 am
by deadknight
Topher wrote:
Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd?
emoose wrote:Not yet, had a look over but couldn't really understand it much, if you could break it down that could be helpful :)
I saw some files called CameraAroundParams.lua, CameraSubjectiveParams.lua and CameraTpsParams.lua in a few fpk files, looked like they controlled FoV and such, should be able to find them easy.
Thank you guys, I was searching for that too. Now, if only someone knows how to decrypt those lua files, that would be great.

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

Posted: Fri Oct 02, 2015 3:03 am
by XrayDoc
XrayDoc wrote:Anyone know how to unpack the PES 2016 files? I really want to switch the models since they're both FOX engine.
Bumping this. Should I go find a different forums for this or can someone just edit the QAR tool to open the PES files, if it works like that?

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

Posted: Fri Oct 02, 2015 3:18 am
by emoose
deadknight wrote:
Topher wrote:
Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd?
emoose wrote:Not yet, had a look over but couldn't really understand it much, if you could break it down that could be helpful :)
I saw some files called CameraAroundParams.lua, CameraSubjectiveParams.lua and CameraTpsParams.lua in a few fpk files, looked like they controlled FoV and such, should be able to find them easy.
Thank you guys, I was searching for that too. Now, if only someone knows how to decrypt those lua files, that would be great.
They should be decrypted if you use the latest FPK Tool / latest GzsTool

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

Posted: Fri Oct 02, 2015 5:54 am
by nuocda
hello, can someone help me manually edit swap quiet model like this

http://www.nexusmods.com/phantompain/mods/6/
on ps3, i find right file like chunk0, data1.dat, i know unpack/repack( success mod some .lua file like pc mod), i don't know quiet original file name to swap

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

Posted: Fri Oct 02, 2015 6:33 am
by JohnBC
FtexTool cant convert Ftexs file :constipated: why???

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

Posted: Fri Oct 02, 2015 7:31 am
by Higus
Topher wrote:
Higus wrote:... Now we just need to find out where the damn Camera lua files are located... Anybody found anything? ...
Could be the files located in chunk2\Assets\tpp\pack\location\afgh\pack_large\afgh_fort.fpkd?
Nah they don't do nothing. And I'm not sure if they even use the same methods as GZ with "CameraAroundParams.lua, CameraSubjectiveParams.lua, etc", because when I include new files replacing those natural paths/names in Snake's fpkd, there is no difference in game. I've had no problems over-writing other files by including them in Snake's fpk/fpkd, it seems to have a high priority.

Maybe the camera system now works off this file:
"player2_camera_anim.caar" in player2_resident_motion.fpk

Also, could we start looking into the animation files? Like the main player pack "player2_resident.mtar" in player2_resident_motion.fpk. It'd be nice if we could get some extract/repack going for mtars, we could start a community contributed list of all the animations for swapping intentions (perfect for that wiki idea someone threw out earlier)

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

Posted: Fri Oct 02, 2015 9:59 am
by JamieGW
Just wanted to let you know that the chaps at GameWatcher have a long running editorial going that we've been updating often lately, searching the community for what are our favourite mods to use with the game. You may very well find that some of your mods are on this list! Again, we're always searching and looking to find more so please let me know if you want us to try out any of yours!

Here's the full list - http://www.gamewatcher.com/editorials/m ... mods/12318

We've been updating it daily so far, and most of the mods come from Nexus as that seems to be the only source right now?

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

Posted: Fri Oct 02, 2015 10:06 am
by Tex
emoose wrote:Not yet, had a look over but couldn't really understand it much, if you could break it down that could be helpful :)
Mission codes (from TppDefine.lua MISSION_LIST, SYS_MISSION_ID)

Code: Select all

_.MISSION_LIST={"10010","10020","10030","10036","10043","10033","10040","10041","10044","10052","10054","10050","10070","10080","10086","10082","10090",
"10195","10091","10100","10110","10121","10115","10120","10085","10200","10211","10081","10130","10140","10150","10151","10045","10156",
"10093","10171","10240","10260","10280","10230","11043","11041","11054","11085","11082","11090","11036","11033","11050","11091","11195",
"11211","11140","11200","11080","11171","11121","11115","11130","11044","11052","11151",nil}
_.SYS_MISSION_ID={INIT=1,TITLE=5,AFGH_FREE=30010,MAFR_FREE=30020,MTBS_FREE=30050,MTBS_ZOO=30150,MTBS_WARD=30250,
AFGH_HELI=40010,MAFR_HELI=40020,MTBS_HELI=40050,HELI_SPACE=40060,FOB=50050,SELECT=60000}
I'd imagine the tables above would be complete, it wouldn't make much sense otherwise, but..

I'm assuming you can at least brute force check potential names against remaining keys?
I guess just crush the above into smaller ranges 10000-10100 etc.

The 11k range is hard versions of the existing missions, I'm not sure if they actually have their own fpks as I see most references just shift the code back to the original 10k range.
But try them as well I guess.

missioncodes fall into 10k ranges per mission type (listed below), ie story=10k range, extra=20k (sideops i think), 30k free, 40k heli, 50 fob.
While there's a lot of missions/packs in the story/10k/11k range, above that I think there's nothing between those defined in sys_mission_id.

Maybe check existing fpks to see if there's anything out of the listed ranges.

ok thats missionCode.
The rest

Code: Select all

local missionTypePackCodes={"s","e","f","h","o"}
local missionTypePackCodeNames={"story","extra","free","heli","online"}

function this.GetMissionTypeAndMissionName(missionCode)
  local missionCodeTypeRange=math.floor(missionCode/1e4)--tex NMC: missioncodes fall into 10k ranges per mission type
  local missionTypePackCodeName=missionTypePackCodeNames[missionCodeTypeRange]
  local missionName
  if missionTypePackCodes[missionCodeTypeRange]then
    missionName=missionTypePackCodes[missionCodeTypeRange] .. missionCode --tex NMC: .. operator in lua concats strings
  end
  return missionTypePackCodeName,missionName --tex NMC: lua multiple return
end
for fpks along the lines of
s10090_area.fpkd

Code: Select all

function this.MakeDefaultMissionAreaPackPath(_missionCode)
  local missionCode=_missionCode
  if TppMission.IsHardMission(missionCode)then
    missionCode=TppMission.GetNormalMissionCodeFromHardMission(missionCode)--tex NMC: just shifts from 11k range to 10k so it matches it's normal story mission
    -- and falls into story mission type range, so no seperate packs for hard missions I guess
  end
  local missionTypePackCodeName,missionName=this.GetMissionTypeAndMissionName(missionCode)--tex: NMC: lua functions can return multiple values
  if missionTypePackCodeName and missionName then
    local path="/Assets/tpp/pack/mission2/"..(missionTypePackCodeName..("/"..(missionName..("/"..(missionName.."_area.fpk")))))--tex NMC: .. operator in lua concats strings
    return path
  end
end
for fpks along the lines of
o50050_area_ly080_cl03_fpkd

mbLayoutCode = 0-103,980?, from TppLocation.lua, ?mbstage_parameter.lua
Check existing files for ranges too I guess.

mbClusterId = 0-6 - from TppDefine.CLUSTER_DEFINE, again just a rough stab at range.

Code: Select all

function this.AddFOBLayoutPack(missionCode,mbClusterId,mbLayoutCode)
  local missionTypePackCodeName,missionName=this.GetMissionTypeAndMissionName(missionCode)
  if missionCode==50050 then--tex: NMC: WTF: uhhh, what. so means it doesnt pull the pack, yet next If it's checking again?
  end
  if(missionCode==50050)or(missionCode==10115)then
    local areaPath="/Assets/tpp/pack/mission2/"..(missionTypePackCodeName..("/"..(missionName..("/"..(missionName..string.format("_area_ly%03d",mbLayoutCode))))))
    local areaPathF=areaPath..".fpk"
    local clusterPath=areaPath..(string.format("_cl%02d",mbClusterId)..".fpk")
  elseif missionCode==30050 then
    local layoutPath="/Assets/tpp/pack/mission2/"..(missionTypePackCodeName..("/"..(missionName..("/"..(missionName..string.format("_ly%03d",mbLayoutCode))))))
    local layoutPath=layoutPath..".fpk"
  end
end
Edit: Also thanks again for the lua decryption, already made some features in my mod better.