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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

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

Post by Sergeanur » Tue Dec 23, 2014 9:16 pm

LUA encryption now also had been discovered. Tool coming up later.

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

Post by zzz » Tue Dec 23, 2014 9:20 pm

Nice.

.fox seems to be standard XML-type text

JSON only shows gibberish though

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

Post by Sergeanur » Tue Dec 23, 2014 10:00 pm

zzz wrote:JSON only shows gibberish though
JSON is encrypted in a same way as LUA.

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

Post by chrrox » Wed Dec 24, 2014 12:16 am

are the .dat files still encrypted?
I don't see any model files do you know where they are?

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

Post by odrin » Wed Dec 24, 2014 4:37 am

lionheartuk wrote:
odrin wrote:they'll do the same stupid shit they always do. rip models and textures, rip sounds, translate to another language.

what "modding" comes down to these days
And theres something wrong with that?

If a game requires modding to be a good game, then its obviously not a good game in the first place.

Some games suit the modding scene and others don't.

A game like skyrim isn't story centric its gameplay centric, modding improves the gameplay elements, and its built with modding in mind, its easier for people to make entirely new things, more than just textures and models. Other games, like lets say MGSV, are story centric, most people are going to simply translate, swap out audio, maybe a model swap or 2, thats it, not all games improve with mods, and to be honest from my perspective, most of the mods seem pointless anyway.

Theres this whole 'high and mighty' attitude around modding games, I can't stand this, some people mod, some don't, thats all there is to it, if someones such a fantastic modder, go off and actually design original games.
modding never will and never has been about a game "requiring" anything. the point of modding has been utterly lost on this new generation. your post just proves me point

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

Post by Sergeanur » Wed Dec 24, 2014 8:18 am

chrrox wrote:are the .dat files still encrypted?
What .dat files?
chrrox wrote:I don't see any model files do you know where they are?
In data\as\tpp\pack I guess.

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

Post by lionheartuk » Wed Dec 24, 2014 11:39 am

odrin wrote:modding never will and never has been about a game "requiring" anything. the point of modding has been utterly lost on this new generation. your post just proves me point
Not sure what 'this generation' means, I'm almost 30 so its not like I'm an 11 year old kid looking to get into modding.
I've never had any interest whatsoever in modding, the concept interested me once and then I just went on to get a job in the industry actually developing games, I still learn a lot from ripping apart existing games though.

I think as I said, modding suits a game such as Skyrim perfectly, but modding isn't suited to all games quite so well, something like worms isn't going to get much better really. Most people just swap out models and the like (thats 99% of skyrim mods right there), and they look great, people even improve the visuals of the game sometimes, that seems worth it. Games like the Bethesta games stay relevant purely because of modding IMHO, otherwise they'd just fade away after a year or 2. Model swaps for lets say MGSV would be great, though they aren't going to 'improve' the game, and in all honesty even if it was fully open, there are going to be very few quality gameplay tweaks people would make, even if they supplied a 'make your own mission' toolkit, you'd probably find one good one out of every few thousand anyway.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by chrrox » Wed Dec 24, 2014 11:43 am

Sergeanur wrote:
chrrox wrote:are the .dat files still encrypted?
What .dat files?
chrrox wrote:I don't see any model files do you know where they are?
In data\as\tpp\pack I guess.


in pack01
00004EB7.dat
0000B286.dat
00008994.dat

in pack02
data\as\tpp\pack\soldier\motion\TppSoldierGzMotion.fpk
this is still encrypted?

the files with .pftxs seem unencrypted but these only contain textures.
resident01.pftxs

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

Post by lionheartuk » Wed Dec 24, 2014 1:55 pm

The progress here is really awesome.

Looking forward to the unencrypted LUA and json files, though, I am unsure what they'll contain, as I'm imagining things like subtitle refferences or UI positions etc, nothing all that fancy, but I might be way of base.

Those ftexs look pretty encrypted too, but the strangest thing is where are the model files exactly, level_assets isn't large enough to contain models, unless the file in there is simply used to get references for all the other models.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Sergeanur » Wed Dec 24, 2014 3:46 pm

The hash algorithm is now discovered - it's CityHash64 with seed.
chrrox wrote: in pack01
00004EB7.dat
0000B286.dat
00008994.dat
I don't have those but I know what you mean. No, those are not encrypted.
chrrox wrote: in pack02
data\as\tpp\pack\soldier\motion\TppSoldierGzMotion.fpk
this is still encrypted?
Yes, FPK files are encrypted.

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

Post by JayK » Wed Dec 24, 2014 5:09 pm

I thought I'd do my bit and made an ftex extractor, let me know if there are any problems with it. The colour seems off on some textures so I'm not sure if they're lightly encrypted or it's just a map I don't know about.

The tool will create DDS files, just drag an 'ftex' on the executable, also make sure that its respective 'ftexs' files is in the same directory (very important!).

Ftex Unpacker

Very nice progress Sergeanur, surprised you managed to decrypt those files so quickly, I was looking at the ps3 ones for a bit but couldn't figure anything out.
I don't see any model files do you know where they are?
They're in data\as\tpp\pack\player\parts\ in the fpk and fpkd files, but they're encrypted with the same method as the lua files etc, I'm guessing Sergeanur's method for decryption will work on these files as well.

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

Post by zzz » Wed Dec 24, 2014 5:34 pm

JayK wrote:I thought I'd do my bit and made an ftex extractor, let me know if there are any problems with it. The colour seems off on some textures so I'm not sure if they're lightly encrypted or it's just a map I don't know about.
They might have alpha or specular maps in their other colour channels. Skullface's face texture, 13b365f435ba, looks correct.

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

Post by JayK » Wed Dec 24, 2014 6:01 pm

Yeah you're right, it's the Alpha map, mixed with an AO Map and the Spec Map on the r, g and b layers. Nice trick.

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

Post by devilsnake88 » Wed Dec 24, 2014 6:43 pm

Hi!
I don't know if my post will be usefull but I found some interessing images about zlib/lua/lz4/cityhash/libjpeg/vectormath/blowfish and md5 using previous script:
http://www.zupmage.eu/i/Z7XH31pinb.jpg (2048x8192)

Anyway, thank you for your work guys, it's really appreciate!
(I hope we'll export 3D models soon ^^)

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

Post by iambosh » Wed Dec 24, 2014 7:57 pm

when i try to load the dds files, it tells me either its an unknown file type or there is a disk error. any ideas? i tried photoshop and gimp

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