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[PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

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JayK
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[PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by JayK » Sun Dec 01, 2013 6:07 pm

Updated, if you'd like to contribute that would be great.

https://github.com/Jayveerk/Metal-Gear- ... -Next-MDN-
Last edited by JayK on Mon Aug 28, 2017 11:57 am, edited 7 times in total.

Rin
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by Rin » Sun Dec 01, 2013 6:22 pm

Thanks alot!

ratanegra
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by ratanegra » Sun Dec 01, 2013 6:23 pm

nice work JayK!

THIS IS THE END! :D

JayK
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by JayK » Sun Dec 01, 2013 6:25 pm

ratanegra wrote:nice work JayK!

THIS IS THE END! :D
Added your xentax name to the post :p

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Bastien
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by Bastien » Sun Dec 01, 2013 6:29 pm

Very interesting indeed.
Noob question, how to get the files from the PS3 disc? Do you have to have a jailbreak ps3 ?

edit: I don't own a ps3 anyways :P any chance someone can send me any samples by pm? I'd like to add support for python(noesis/blender). Thanks!

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by ratanegra » Sun Dec 01, 2013 6:33 pm

JayK wrote:Added your xentax name to the post :p
all credits for you bro! :wink:

The Chief
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by The Chief » Sun Dec 01, 2013 6:36 pm

Excellent work JayK really men thank you. :)

JayK
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by JayK » Sun Dec 01, 2013 6:40 pm

No problem guys, but I like I said it's incomplete, that manual change to end reading the face buffer at the end, some uvs being messed up, etc, but I won't have much time until Christmas so I thought I might as well just release this version for now, hopefully I can improve it in the future (or someone else can take over now :p )

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by The Chief » Mon Dec 02, 2013 5:10 am

Hey JayK iam a bit confused with the texture part i mean i use the arcsys.bms from the link wich unpack the seg files but after that i
get a file like "00000000000000b6_unpacked.seg" then what´s the next step?

Any way i wish i could help you with the format but i have not idea or the knowledge for that. =/

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by JayK » Mon Dec 02, 2013 8:43 am

Now all you have to do is open that unpacked seg in texturefinder

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by Devilot » Mon Dec 02, 2013 8:53 am

thank you. please continue working on it and toss audio files as well if you can :D

ratanegra
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by ratanegra » Mon Dec 02, 2013 12:06 pm

Once unzipped the "segs" files, must join in numerical order with a hex editor for not lose textures.
Other option is rename and join with filesplitter.

This fact must find the hexadecimal strings and start extraction
1- 0200100000000000
2- 0200300000000000

for the moment only is possible to convert textures with "texture finder"
Image

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by halflifedave » Wed Dec 04, 2013 3:20 am

I just ran the mdn bms script on all slot files on the bluray disk and no results were returned. Is there something I need to do to the files before running the bms script?

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by Darko » Wed Dec 04, 2013 6:49 am

ratanegra wrote:Once unzipped the "segs" files, must join in numerical order with a hex editor for not lose textures.
Other option is rename and join with filesplitter.

This fact must find the hexadecimal strings and start extraction
1- 0200100000000000
2- 0200300000000000

for the moment only is possible to convert textures with "texture finder"
Image
Lol, if you have that single file, just paste a 512x512 pixels DTX1 header in any hex editor and you'll get the correct texture without capturing it with texture finder.
Image

JayK
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]

Post by JayK » Wed Dec 04, 2013 8:48 am

halflifedave wrote:I just ran the mdn bms script on all slot files on the bluray disk and no results were returned. Is there something I need to do to the files before running the bms script?
You shouldn't have to do anything to it first, what version of the game do you have? Can you pm me your slot_radio.slot file or whatever its called

Edit: nvm just use Chrrox's script now :p
Lol, if you have that single file, just paste a 512x512 pixels DTX1 header in any hex editor and you'll get the correct texture without capturing it with texture finder.
Many of them have MIP maps and such

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