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[PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
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[PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Updated, if you'd like to contribute that would be great.
https://github.com/Jayveerk/Metal-Gear- ... -Next-MDN-
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.
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
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
any chance someone can send me any samples by pm? I'd like to add support for python(noesis/blender). Thanks!
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

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

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"

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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
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]
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.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"
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Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
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 calledhalflifedave 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?
Edit: nvm just use Chrrox's script now :p
Many of them have MIP maps and suchLol, 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.