The game uses the same models for first person and third person as far as I know. you can really tell with certain guns, especially when the night vision goggles effect is on in first person.paulscottttt wrote:anyone know where the players gun models are?
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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
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Pepper
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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paulscottttt
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
im confused.Pepper wrote:The game uses the same models for first person and third person as far as I know. you can really tell with certain guns, especially when the night vision goggles effect is on in first person.paulscottttt wrote:anyone know where the players gun models are?
i was asking where in the game files the fmdls where
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Here's info on the lng2/show announcelog system:BobDoleOwndU wrote:Does anybody know how to display custom messages in the log?
I found the function; it's TppUI.ShowAnnounceLog(). I can get it to display the messages that are already in game, i.e. TppUI.ShowAnnounceLog("fobRivalArrive") shows the "Rival Arrived" message. I can't figure out where it actually loads the text from though. I went into TppUI.lua, and the only reference to "fobRivalArrive" is fobRivalArrive="announce_fob_helper_arrive" and I couldn't find a reference to announce_fob_helper_arrive in any of the lua scripts. All of the other variables for the log are similar, all starting with "announce" but I can't find a reference to any of them.
http://wiki.tesnexus.com/index.php/Lng2_File_usage
But you're right, TppUiCommand.AnnounceLogView is easier to get stuff going since it allows plain strings.
I also had to shift to it completely for my mod since TppUiCommand.AnnounceLogViewLangId is so limited with what it allows with its string formatting.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Here's my current efforts at deminfying the data luas.
https://mega.nz/#!yBdQjBCL!DOqEDvZZ1m_K ... dYqhG7Z4OE
Can't guarantee I haven't added more bugs, you'll also have to cull out any of my mods code which is marked by '--tex'
This is a combination of a cruddy powershell script to add some line breaks, Lua Development Tools format/index function, but mostly gruntwork over the months I've been modding, manually renaming variables (via LDT feature) by backtracking those that weren't deminfied, function names and guesswork to fill some in-between. I've mostly done sections related to areas I was creating a feature for or just researching, because of the mass of overall code there's much I haven't really touched beyond the initial formatting.
https://mega.nz/#!yBdQjBCL!DOqEDvZZ1m_K ... dYqhG7Z4OE
Can't guarantee I haven't added more bugs, you'll also have to cull out any of my mods code which is marked by '--tex'
This is a combination of a cruddy powershell script to add some line breaks, Lua Development Tools format/index function, but mostly gruntwork over the months I've been modding, manually renaming variables (via LDT feature) by backtracking those that weren't deminfied, function names and guesswork to fill some in-between. I've mostly done sections related to areas I was creating a feature for or just researching, because of the mass of overall code there's much I haven't really touched beyond the initial formatting.
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BobDoleOwndU
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Thanks! You've saved me hours upon hours with these.Tex wrote:Here's my current efforts at deminfying the data luas.
https://mega.nz/#!yBdQjBCL!DOqEDvZZ1m_K ... dYqhG7Z4OE
Can't guarantee I haven't added more bugs, you'll also have to cull out any of my mods code which is marked by '--tex'
This is a combination of a cruddy powershell script to add some line breaks, Lua Development Tools format/index function, but mostly gruntwork over the months I've been modding, manually renaming variables (via LDT feature) by backtracking those that weren't deminfied, function names and guesswork to fill some in-between. I've mostly done sections related to areas I was creating a feature for or just researching, because of the mass of overall code there's much I haven't really touched beyond the initial formatting.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Does anyone know how to properly convert PS3 subp files to xml? I've unpacked psarc, decrypted oryginal fpk with MGSV_ResDec tool and decrypted to subp with MGSV_FPK_Tool but I can't covert it to xml - Subptool just crashed when i was trying to use it with ps3's subp files 
SOLVED
//Edit
Another thing - can't convert any ftex/ftexs files to dds (PS3 version).
FTEX first bytes:
FTEXS first bytes:
Can anyone help?
//Edit 2
Nevermind
QAR tool with -u switch and FtexTool with big endian support did the work 
SOLVED
//Edit
Another thing - can't convert any ftex/ftexs files to dds (PS3 version).
FTEX first bytes:
Code: Select all
59 24 96 65 C3 E5 AE 23 06 63 CA 29 88 EA 4B ADCode: Select all
3A 8A FB 4C 3D 1D 7E D7 73 A0 83 58 E7 60 16 C1//Edit 2
Nevermind
- Higus
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So there's only one example line I can find of the conditional code for checking if a button is pressed:
"bit.band(PlayerVars.scannedButtonsDirect,PlayerPad.STANCE)==PlayerPad.STANCE"
I know from there is also PlayerPad.UP, PlayerPad.DOWN, PlayerPad.LEFT, PlayerPad.RIGHT
I've gotten a custom camera preset manager script working very well, but I can't find out the rest of the PlayerPad names which I need to code the switching of each camera preset.
Could anybody please post any confirmed PlayerPad inputs they might know?
EDIT: Found out another two
L1 = PlayerPad.CALL
R3 = PlayerPad.ZOOM_CHANGE
Got some pretty good camera mod results going:
https://www.youtube.com/watch?v=d3ZWM31fRl8
Download:
http://www.nexusmods.com/metalgearsolidvtpp/mods/258
Though I think the scripting behind it is pretty primitive at the moment. I can't find enough of the 'PlayerStatus' variables, aside from the basics (STAND,SQUAT,CRAWL,BEHIND). Hopefully we can find new variables out and improve on this system so that we can add more camera state over-rides such as the currently missing CQC-Hold camera state.
"bit.band(PlayerVars.scannedButtonsDirect,PlayerPad.STANCE)==PlayerPad.STANCE"
I know from there is also PlayerPad.UP, PlayerPad.DOWN, PlayerPad.LEFT, PlayerPad.RIGHT
I've gotten a custom camera preset manager script working very well, but I can't find out the rest of the PlayerPad names which I need to code the switching of each camera preset.
Could anybody please post any confirmed PlayerPad inputs they might know?
EDIT: Found out another two
L1 = PlayerPad.CALL
R3 = PlayerPad.ZOOM_CHANGE
Got some pretty good camera mod results going:
https://www.youtube.com/watch?v=d3ZWM31fRl8
Download:
http://www.nexusmods.com/metalgearsolidvtpp/mods/258
Though I think the scripting behind it is pretty primitive at the moment. I can't find enough of the 'PlayerStatus' variables, aside from the basics (STAND,SQUAT,CRAWL,BEHIND). Hopefully we can find new variables out and improve on this system so that we can add more camera state over-rides such as the currently missing CQC-Hold camera state.
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:56 pm, edited 1 time in total.
Reason: Double post merge.
Reason: Double post merge.
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paulscottttt
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
anyone know how to fix the pink tint to snakes hair when you lighten it?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I'm looking for GZ menu files (especially english menu text). Does anyone know where to find it?
//Edit
Ok, found it.
//Edit
Ok, found it.
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BobDoleOwndU
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I found a few more, by looking at 0\00_dat\Tpp\Scripts\Ui\TppUiBootInit.lua and seeing if any of the key bindings listed in there would work for PlayerPad. Some do, some don't.Higus wrote:So there's only one example line I can find of the conditional code for checking if a button is pressed:
"bit.band(PlayerVars.scannedButtonsDirect,PlayerPad.STANCE)==PlayerPad.STANCE"
I know from there is also PlayerPad.UP, PlayerPad.DOWN, PlayerPad.LEFT, PlayerPad.RIGHT
I've gotten a custom camera preset manager script working very well, but I can't find out the rest of the PlayerPad names which I need to code the switching of each camera preset.
Could anybody please post any confirmed PlayerPad inputs they might know?
EDIT: Found out another two
L1 = PlayerPad.CALL
R3 = PlayerPad.ZOOM_CHANGE
The ones I can confirm that work are:
PlayerPad.ACTION
PlayerPad.SUBJECT
PlayerPad.RELOAD
Edit: I decided to open up TPP's exe file in HxD and searched for PlayerPad. This appears to be all of the PlayerPad commands:
DECIDE
STANCE
ACTION
RELOAD
STOCK
MB_DEVICE
CALL
UP
DOWN
LEFT
RIGHT
SIDE_ROLL
ZOOM_CHANGE
LIGHT_SWITCH
EVADE
VEHICLE_FIRE
VEHICLE_CALL
VEHICLE_DASH
BUTTON_PLACE_MARKER
PLACE_MARKER
INTERROGATE
RIDE_ON
RIDE_OFF
VEHICLE_CHANGE_SIGHT
VEHICLE_LIGHT_SWITCH
VEHICLE_TOGGLE_WEAPON
JUMP
MOVE_ACTION
PRIMARY_WEAPON
SECONDARY_WEAPON
STICK_L
STICK_R
TRIGGER_L
TRIGGER_R
TRIGGER_ACCEL
TRIGGER_BREAK
ALL
Edit2: I realized that this might not be all of the commands as SUBJECT was not in the list, yet is valid.
Last edited by BobDoleOwndU on Mon Feb 22, 2016 12:29 am, edited 2 times in total.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Did anyone find the models for all the child soldiers yet?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Does anyone have LangTool with PS3 support? Latest release from GitHub doesn't work with lng files from PS3 version of GZ
First i thought it was issue related to big endian in ps3 version of file (opposing to of little endian on pc) but looking at the source of LangTool there is already support for big endian. Does anybody have a clue?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Nice, I was taking the same approach of separate settings switched on playerstatus, you can see it in my mods InfMain:UpdateCameraAdjust, disabled, but there, though as it's using my other mod systems it's not quite applicable.Higus wrote:Got some pretty good camera mod results going:
https://www.youtube.com/watch?v=d3ZWM31fRl8
Download:
http://www.nexusmods.com/metalgearsolidvtpp/mods/258
Though I think the scripting behind it is pretty primitive at the moment. I can't find enough of the 'PlayerStatus' variables, aside from the basics (STAND,SQUAT,CRAWL,BEHIND). Hopefully we can find new variables out and improve on this system so that we can add more camera state over-rides such as the currently missing CQC-Hold camera state.
I would have released it in r128 but wasn't happy with some of my realtime editing in respect to switching all the status, and had other technical issues related to saving, trying to be too fancy I guess. Plus it's been my general policy to not do a feature if the community has one that can work along side my mod. In the case of the free cam it was a case of me already having been working on it for a week or so, and it being a different enough feature even though it was a variant of the same script function. I did contact mxmstr at release with this same basic explanation.
Anyway I'm happy to leave it unused since you've got something pretty good out yourself.
There is an issue of getting these separate-module/Update mods to install nice, ThreeSocks3 who provided the example mxmstr based his setup on did also provide a batch file with his mods that patches Tpp.lua and TppMain without conflicting with other ones, and since it's patching wouldn't be affected by a game update (beyond having to re-run), and likewise works with the modified files in my mod.
The downside is it's an extra step before installing the files itself.
Ideally I should set up my input and menu modules so other mods could use them so to not reinvent the wheel, not that they're particularly great, but it would run into the same issue of patching parts of scripts.
Again, ideally snakebite would be able to handle this step but unfortunately Topher is not actively developing snakebite. snakebite is however open source and he's said he's happy for anyone to carry on, but I haven't mustered up the enthusiasm to do anything with it.
Anyway, some actual info:
Other flags for playerstatus according to the exe
STAND
SQUAT
CRAWL
NORMAL_ACTION
PARALLEL_MOVE
IDLE
GUN_FIRE
GUN_FIRE_SUPPRESSOR
STOP
WALK
RUN
DASH
ON_HORSE
ON_VEHICLE
ON_HELICOPTER
HORSE_STAND
HORSE_HIDE_R
HORSE_HIDE_L
HORSE_IDLE
HORSE_TROT
HORSE_CANTER
HORSE_GALLOP
BINOCLE
SUBJECT
INTRUDE
LFET_STOCK
CUTIN
DEAD
DEAD_FRESH
NEAR_DEATH
NEAR_DEAD
FALL
CBOX
CBOX_EVADE
TRASH_BOX
TRASH_BOX_HALF_OPEN
INJURY_LOWER
INJURY_UPPER
CURE
CQC_CONTINUOUS
BEHIND
ENABLE_TARGET_MARKER_CHECK
UNCONSCIOUS
PARTS_ACTIVE
CARRY
CURTAIN
VOLGIN_CHASE
Haven't explored those values in detail
bitflags for PlayerPad
DECIDE=0,
STANCE=1,
DASH=2,
HOLD=3,
FIRE=4,
RIDE_ON=5,
RIDE_OFF=5,
ACTION=5,
MOVE_ACTION=5,
JUMP=5,
RELOAD=6,
STOCK=7,
ZOOM_CHANGE=7,
VEHICLE_CHANGE_SIGHT=7,
MB_DEVICE=8,
CALL=9,
INTERROGATE=9,
SUBJECT=10,
UP=11,
PRIMARY_WEAPON=11,
DOWN=12,
SECONDARY_WEAPON=12,
LEFT=13,
RIGHT=14,
VEHICLE_LIGHT_SWITCH=14,
VEHICLE_TOGGLE_WEAPON=14,
CQC=15,
SIDE_ROLL=16,
LIGHT_SWITCH=17,
EVADE=18,
VEHICLE_FIRE=19,
VEHICLE_CALL=20,
VEHICLE_DASH=21,
BUTTON_PLACE_MARKER=22,
PLACE_MARKER=22,
ESCAPE=23,--tex Not in PlayerPad, own name
dash,hold,fire,subject and cqc aren't listed in exe for whatever reason but are used at different points in script. I worked through it all manually anyway back when, both printing out the value of the flags and testing flags that would fall in the gaps.
The numbers on the list are the pow values, so do 2^flag index (except for ALL obviously) if for whatever reason you want to use a direct value, though not much use since they mostly seem accounted for.
ESCAPE (my naming) is a bit odd, figured it out manually from the next logical value/outputting scannedbuttons, but there's no actual matching use of it I could see in the scripts, it's not strictly the Pause binding since it's still set on press even if Pause is rebound.
2^24 is set on both quick dive and RS click, which has so much bound to it that I can't really figure out what it's supposed to signify.
Testing 2^25 to 2^32(assuming uint) didn't come up with anything further, though it can't remember how exhaustively I tested those (it's been a while)
You'll see a bunch of the flags use the same values, which means there's no way to differentiate on those when pressed.
The naming of the functions band/bor/bxor and the rest in the exe suggest fox engine is using an implementation of bitops http://bitop.luajit.org
STICK_L
STICK_R
TRIGGER_L
TRIGGER_R
TRIGGER_ACCEL
TRIGGER_BREAK
are used with other functions/variables/not used with scannedButtons
An updated version of my deminification attempts is on my nexus page:
http://www.nexusmods.com/metalgearsolid ... 3D45&pUp=1
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:57 pm, edited 1 time in total.
Reason: Double post merge.
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- Higus
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
This is one of the most usefuls posts posted in this topic.Tex wrote:...
This list of PlayerStatus states massively expands the potential of my 'camera framework'. And I didn't know SnakeBite was discontinued, i'll be sure to switch to ThreeSocks3's installation method to support yours, his, and other future script mods. And I'll definitely be crediting where is due.
Thank you very much for the help and info.
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HeartlessSeph
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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 triggered to appear during cutscenes (Skull Face's mask generally appears in Scenes with him and Venom Snake's face scarf pops up when using the scarf model during the mission where you rescue Kaz).
