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- Wed Jan 11, 2017 7:15 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Hey everyone, got a new script for all of you to play around with. This lets you edit UVW maps on models. It is unfortunately a lot more tedious to work with since I'm too lazy to have these scripts search through the models and auto inject. First of all the link to what you need: https://www.dropbo...
- Fri Aug 12, 2016 12:49 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
The only other place to check would be the fsm files, but those are probably pretty hit and miss for converting. It's worth a try, I guess. Gotta be around here somewhere. Has anyone tried to morph BB's GZ sneaking suit to a more female look body type? Would be an interesting swap for the black MGS...
- Tue Aug 09, 2016 10:11 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
For those interested: attached is a slightly modified version i made of HeartlessSeph's great 3dsmax import script for FMDLs (i post it with his agreement of course). In the faces buffer for each FMDL, there are 2 sets of faces for each object. HeartlessSeph's original script imports the 1st set (h...
- Mon Jul 25, 2016 12:45 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
It's part of the Avatar's face model.paulscottttt wrote:does anyone know the location of the avatars beard models?
- Sat Jul 23, 2016 4:39 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Forgot to drop this here in forever so here it is, a vertex repositioning tool for MGSV: https://www.dropbox.com/s/qs9gpa8isqocqv6/Output%20vert.ms?dl=0 Used in a similar way to the faces script, except since you're just moving verts you only need one script. Problem with it is that you can't edit U...
- Tue Mar 22, 2016 10:04 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Also has a proper fix to the first-person view been created? I don't think the method I saw mentioned - of jam full model into head, null body - is going to work for this. Nah, none that I can think of anyway. I can compare the MGO Ocelot and the original model in a hex editor to see what I can fin...
- Sat Mar 19, 2016 9:36 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Yeah, sorry, Player.ApplyFormVariationWithFile(fovaFilePath) is the one. For my test, as mentioned hospital already had fova files in it's pack, for scarf I just grabbed the fova files from the cutscene fpk (sna0_main1_v00.fv2 is the mask) and jammed them in the plparts_normal_scarf.fpk There's a c...
- Fri Mar 18, 2016 6:54 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I think it's the .fv2 files aka fova aka Form Variations: -snip- Using the mentioned cutscene fovas: https://youtu.be/xTDMDrVo4Ec You'll see the tiger camo is part of those fovas settings, and they're specifically for the scarf model/sna0_main1 , giving the fova function a fova that doesn't apply t...
- Tue Mar 15, 2016 6:14 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
For the new Quiet update, add this line to your dictionary.txt before unpacking the mgo chunk0 for the outfit: /Assets/mgo/pack/player/parts/plparts_qui1_main Also, some other lines that you can add to your dictionary.txt for mgo: /Assets/mgo/pack/player/avatar/deform/pldfrm_avm0_type0_v00 /Assets/m...
- Mon Feb 29, 2016 3:15 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I made a short video of my sound modding progress if anyone's interested in that. https://www.youtube.com/watch?v=ErjHvFkPNmw Also, update on the game's songs. They can be extracted in the same way you can extract the sounds from an sbp, but the songs are stored in wem files. The wem files also onl...
- Sun Feb 28, 2016 11:02 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Has anyone been able to swap D-Horse with anything? Everything I try shows up for a couple of seconds in the mission loadout screen then just crashes the game. What models are you trying to swap it with? The model probably is missing some bones that are necessary for D-Horse to function which would...
- Thu Feb 25, 2016 4:12 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Man this is some great information. Even if it's not used to replace the sounds in-game at least there's now information on how to extract the sounds from the game which will come in handy.BobDoleOwndU wrote:-snip-
- Tue Feb 23, 2016 8:13 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
It's a bit of a long shot to ask, but does anyone know how to make models that appear invisible in normal gameplay inside of an fmdl become visible? I'm talking about items like Skull Face's mask and Venom Snake's scarf. Swapping their models onto the player has these models invisible but they are t...
- Sat Feb 06, 2016 10:27 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
How do you combine meshes like in the BigBoss mod? I just take advantage of the pieces in the mod. Mainly, I have the body mesh and then replace the arms with a separate mesh to give them the illusion of being one mesh. You can generally see the negative side of this when you use the rocket arm. Oh...
- Sat Feb 06, 2016 6:03 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 580026
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I just take advantage of the pieces in the mod. Mainly, I have the body mesh and then replace the arms with a separate mesh to give them the illusion of being one mesh. You can generally see the negative side of this when you use the rocket arm.Ashtails wrote:How do you combine meshes like in the BigBoss mod?
