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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Mon Dec 11, 2017 8:19 am 
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Awesome update.

As it stands right now, is your tool capable of importing the terrain into Unity even without textures?
Not exporting is fine for me, I'm more interested in taking the terrains elsewhere as obj files honestly.

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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Tue Dec 12, 2017 7:56 am 
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Unfortunately not. I'm very close on the terrain format but there are a couple small things I haven't figured out yet. I've put it down for a while in the hopes of having some fresh perspective when I return to it, and am working on other features of FoxKit at the moment.


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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Tue Jan 16, 2018 6:09 pm 
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Making an update on Fmdl Studio v2 progress. We have successfully gotten custom and modified models into MGSV!

https://i.imgur.com/9Bt4epT.jpg
https://staticdelivery.nexusmods.com/images/1091/4085798-1515958256.png

In the image with Quiet, materials weren't properly set up; so textures with alpha look weird. I recently implemented an improved material system though; so it should be possible to fix that now.

The tool is in a nearly ready state now. We're still looking into bones a bit though. I figured out that the bones must be in alphabetical name order to work correctly; but we don't know exactly why yet. You can remove helper bones and the model will still work correctly; but if a helper bone is in the wrong position, it tends to mess up the model's rig in-game.

https://github.com/BobDoleOwndU/FMDL-Studio-v2

Edit: An official beta release of the tool is now available.


Last edited by BobDoleOwndU on Fri Feb 09, 2018 7:26 pm, edited 1 time in total.

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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Sun Feb 04, 2018 11:39 pm 
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FoxLib 1.1.0 has been released, which now supports reading and writing frt (AI route) files.

https://github.com/youarebritish/FoxLib

Example code can be found here:

https://github.com/youarebritish/FoxLibExamples


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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Fri Apr 20, 2018 10:09 am 
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We need to edit .fnt file.
atvaark's FoxEngine.TranslationTool is good but missing... .ffnt font files are done, .ftexs files are done, but there isn't any tool for these files. Please fix this, we must edit to iDroid font, and maybe others too.

http://www.mediafire.com/file/jcba50gix ... tfiles.rar


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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Tue Apr 24, 2018 9:16 pm 
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Hello,

I read guide aboutinjecting .wem files to the .bnk but I don't understand one think. I managed to swap Sortie music (my test) with my own music. What I want is to modify .bnk. I want (another test, swap one file and then Im able to swap what I want) to modify File0714.wem (sound when choose gun in-game). Last step, editing with HexEditor...Last step is to modify sectors, I noticed, my files have data string at 56-59. Sadly, MGS original .wem have data string at 38-3B an then I'm not able to overwrite sectors from guide, it's missing. Also, the JUNK string is there and data string come earlier because of this. When I try to replace anything, I go "spooky" sound or no sound. Someone know what to do? If someone modify file I want and send it back, I learn A LOT from it.

Thanks!


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 Post subject: Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
PostPosted: Fri May 25, 2018 11:54 pm 
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I have read your post about guide about gear. You have mentioned very step by step. Now I can make new music and edit it I have bulk music resouces from Apple's itunes and get full itunes technical support


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