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[PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:07 pm
by JayK
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:22 pm
by takoyaki111
Thanks alot!
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:23 pm
by ratanegra
nice work JayK!
THIS IS THE END!

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:25 pm
by JayK
ratanegra wrote:nice work JayK!
THIS IS THE END!

Added your xentax name to the post :p
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:29 pm
by Bastien
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!
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:33 pm
by ratanegra
JayK wrote:Added your xentax name to the post :p
all credits for you bro!

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:36 pm
by The Chief
Excellent work JayK really men thank you.

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Sun Dec 01, 2013 6:40 pm
by JayK
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 )
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Mon Dec 02, 2013 5:10 am
by The Chief
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. =/
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Mon Dec 02, 2013 8:43 am
by JayK
Now all you have to do is open that unpacked seg in texturefinder
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Mon Dec 02, 2013 8:53 am
by Devilot
thank you. please continue working on it and toss audio files as well if you can

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Mon Dec 02, 2013 12:06 pm
by ratanegra
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"

Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Wed Dec 04, 2013 3:20 am
by halflifedave
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?
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Wed Dec 04, 2013 6:49 am
by Darko
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"

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.
Re: [PS3] Metal Gear Solid 4 (.MDN) [Maxscript]
Posted: Wed Dec 04, 2013 8:48 am
by JayK
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