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

Posted: Tue Nov 22, 2016 1:22 pm
by unknown123
Sergeanur wrote:'kay folks, I was notified that QAR Tool doesn't work with MGO files and fixed that. Here's an update
Download
Very nice, thanks. Can you add -r flag as a default? Having to add it every time is annoying.
Also do you mind sharing source code on github?

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

Posted: Tue Nov 22, 2016 4:26 pm
by Paul44
@Sergeanur: testing & working on ALL dat-files (did them again, just to be sure). thx a mil.

btw: I've attached a little batchfile I use, to ease ex/importing of dat_files. Just put in same folder as Qar_tool. And edit batchfile to refer to "base' dat-file location.
(I extract the qar_Tool always in a subfolder, within the main game folder. Hence: [set sInpVal=..\master\]
p

ps: feel free to edit/change/distribute/whatever (no need to request my permission)
ps2: I have updated this batchfile for console as well (just edit if needed)
ps3: this is just an 'elevated' DOS prompt; iow you can use arrow keys to "recall" previous entries...

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

Posted: Wed Nov 23, 2016 2:20 am
by iamuser12
If you are using this dictionary
https://github.com/emoose/MGSV-QAR-Dictionary-Project

it may have been updated with the correct name for the file and hence you can't find it by the hashed name.

Use this older dictionary:
https://mega.nz/#!Sw4BSRAJ!KFe43fTayNH7 ... V2tmJuIJnk

Unpack both 00.dat and 01.dat as you'd need the 2,3 ftxes from 01.dat as well to form the DDS

That was it! Dictionary list was using was the issue when I was unpacking. Thank you so much! Now I'm able to give my ava snake a nice pink tux :D

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

Posted: Wed Nov 23, 2016 3:18 am
by iamuser12
++
Do you guys also know the location of the tux shoes texture too? I was only able to find the bump and norms of tux shoes. The .3 and .2 were not found in 01.

Thanks

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

Posted: Wed Nov 23, 2016 4:29 pm
by nasanhak
iamuser12 wrote:++
Do you guys also know the location of the tux shoes texture too? I was only able to find the bump and norms of tux shoes. The .3 and .2 were not found in 01.

Thanks
Haven't looked, just guessing here but they maybe in one of the sub folders when you unpack the pftxs. You'll have to get the corresponding 2,3 ftexs again from 01.dat

Guessing so because textures for the SneakingSuit/BattleDress water canister on the player's back are also under a sub folder.

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

Posted: Wed Nov 23, 2016 6:32 pm
by iamuser12
nasanhak wrote:
iamuser12 wrote:++
Do you guys also know the location of the tux shoes texture too? I was only able to find the bump and norms of tux shoes. The .3 and .2 were not found in 01.

Thanks
Haven't looked, just guessing here but they maybe in one of the sub folders when you unpack the pftxs. You'll have to get the corresponding 2,3 ftexs again from 01.dat

Guessing so because textures for the SneakingSuit/BattleDress water canister on the player's back are also under a sub folder.
Nope I checked the sub folders already under a391321f9b70_pftxs and 14c0b6baf6f7b_pftxs and the files aren't there. Under a391321f9b70_pftxs, the file fc14bde510d6.ftex is the bump map for the tux shoes. fc14bde510d6 files 2,3 can be found under 01, but there are some ftex that cannot be found in 01. One of them being 3408814b65c04.ftex (possibly the tux shoes diffuse, not sure). I search in 01 for 3408814b65c04 but it doesn't exists. I'm guessing 01 holds all of the 2,3 texture files, but I'm wondering if it is the directory list again that may not have unpacked it.

Thanks

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

Posted: Wed Nov 23, 2016 6:41 pm
by unknown123
I've almost finished my article about fv2 when a weird issue popped up.
I am using plfova_sna0_msk0_v00.fpk to change the appearance of all DD male soldiers and snake using only one fv2 file. This is the fova for chicken head that works without being in chicken mode.
It works for ocelot's glasses, hideo's glasses, but it doesn't work for glasses of spying harrier, bioengineer from "Over the fence" episode. However glasses appear when I turn chicken mode on.
Replacing ocelot's glasses with engineers doesn't work, so it means there is a problem in fmdl. Is there a fmdl guru that can take a look at included fmdls and tell the difference? Or is there some kind of fmdl description, I have seen only 'I'll post specs later' posts.
FPKs, put them into \00\Assets\tpp\pack\player\fova\ - https://mega.nz/#!Nww2TK6I!OqIQSFMCGr_5 ... SIyeC5QIZ8
Image
Image

Edit: these are TPP models, not MGO.

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

Posted: Sat Nov 26, 2016 9:58 pm
by nasanhak
@unknown123 - this is awesome!

I have been looking into the Snake's head replacing DD/Avatar heads during the funeral demo issue and maybe with your fv2 insight I may be able to figure out how to stop the head replacement. I did manage to figure out what the exact load line in a fox2 file was and removing that removed the head but that isn't what I want. I'll have to figure it out again anyways since it was a long time ago, I have the conversation with Tex over on nexus for help though.
WARNING: Graphic Images (headless Snake) - http://imgur.com/a/CT85j

OPEN QUESTION ----------------------
Does anybody know whether the dirt textures on guns is per weapon or is it a single dirt texture applied to all weapons? I want to use a completely black gun texture but it has to be a pattern camo and not the solid colors as only the patterns cover the whole gun. But the dirt textures don't make the black/white look clean and are well... ugly.

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

Posted: Sun Nov 27, 2016 3:47 am
by unknown123
nasanhak wrote:I have been looking into the Snake's head replacing DD/Avatar heads during the funeral demo issue and maybe with your fv2 insight I may be able to figure out how to stop the head replacement.
Wasn't there a mod that allowed you to keep DD soldiers in cutscenes?
As far as I remember, there is a separate fv2 (5 of them I think) for funeral scene, and I think that they require snake's model. Of course you can edit them, but I have a strong feeling that there will be issues.

Also what do you mean by "dirt" textures? Scratches on the weapons or dirt from the ground that sticks to the gun if you roll on the ground?

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

Posted: Sun Nov 27, 2016 7:23 am
by nasanhak
unknown123 wrote: Wasn't there a mod that allowed you to keep DD soldiers in cutscenes?
As far as I remember, there is a separate fv2 (5 of them I think) for funeral scene, and I think that they require snake's model. Of course you can edit them, but I have a strong feeling that there will be issues.
Yes, but the original DD soldiers in demos mod was not perfect. M2 and M43 demos would always use Snake - some demos super force Snake to be used. I found a way around this so DD/Avatar and any outfit can be used in M2/M43 now.

BUT for M43's funeral demo, Snake's head always replaces DD/Avatar head. I went back and replayed it with the female bikini just now. The bikini neck becomes invisible when Snake's head is swapped. For other outfits, this is less noticeable. The corridor demo is different than the funeral demo also.
WARNING: You will not be able to un-see this:
Sexy Snake: http://imgur.com/a/K5RKp

As you can see, the bones fuse with the the female head.

I found the info I had shared with Tex a while back:
For head replacement, I found the fox2 file where the head information is stored. p51_070500_demo.fox2.xml under the folder:
MGS_TPP\master\QAR\chunk3\Assets\tpp\pack\mission2\story\s10240\s10240_d03_fpkd\Assets\tpp\demo\fox_project\p51_070500\fox\
I abhor the file packing in this game.

Anyway, the file has an entry called HM_sna0_face0_cov which is loaded into an array called highestTextureStreamModel.
HM_sna0_face0_cov has two entries associated with it, one for the face model and the other for the bones.

Commenting out the reference in helpBoneFiles or changing the bone file name crashed the OS sadly(yes Windows). But changing only the fmdl file name under coverModelFiles results in the head model not being loaded. The head is still replaced. Get ready for a laugh.

http://imgur.com/a/CT85j

Don't know if this is progress.

So we only need to find out where HM_sna0_face0_cov is used under StringMap coverModelFiles and stop this from happening.
This info is obviously inaccurate with the the terminology you'd use but I ain't no model/texture swapping wizard.
unknown123 wrote: Also what do you mean by "dirt" textures? Scratches on the weapons or dirt from the ground that sticks to the gun if you roll on the ground?
http://imgur.com/a/eBuWT
I tried to use completely black and white for these particular camos but as you can see the guns do have a grain applied to them. These grains are applied to ALL type 1 camos. For type 2 camos (that cover only the gun's butt and grip), there is clearly no grain. Looks like it is weapon specific and so impossible to remove unless changing every weapon's textures. Just want to be sure about this though.

Having completely single color weapon camos would have been soo cool.

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

Posted: Sun Nov 27, 2016 7:49 am
by unknown123
nasanhak wrote: http://imgur.com/a/eBuWT
Aha, scratches. As far as I remember, there are a lot of fv2 files related to specific parts of weapons, bet they apply textures to the guns.
http://pastebin.com/R0ZrGDnp - here is a list of textures from weapon-related fv2s sorted by frequency. If there is a separate 'scratch' texture, I bet it will be in first 10-20 entries. Cannot look for them myself because only .2.ftexs and .3.ftexs are available, the rest is hidden somewhere in pxtfs and right now I have some things to do.

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

Posted: Sun Nov 27, 2016 8:26 am
by nasanhak
unknown123 wrote: Aha, scratches. As far as I remember, there are a lot of fv2 files related to specific parts of weapons, bet they apply textures to the guns.
http://pastebin.com/R0ZrGDnp - here is a list of textures from weapon-related fv2s sorted by frequency. If there is a separate 'scratch' texture, I bet it will be in first 10-20 entries. Cannot look for them myself because only .2.ftexs and .3.ftexs are available, the rest is hidden somewhere in pxtfs and right now I have some things to do.
Will look into this but finding the pftxs will be a problem of course. They are likely hash named. Starting with 01.dat and recent weapons might help.

@Tex - do you know if it's possible to load custom lang fpks? Like lang_default_data_eng.fpk. The idea is having a custom fpk with custom lng2 files so that we don't have to mess with the game's existing files. This would allow for better control over custom messages. Not really a top priority or anything, just curious if it can work.

TppUiBootInit has references to the language fpks but I am not seeing those being used anywhere for any type of loading purposes, in the same file at least.

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

Posted: Mon Nov 28, 2016 7:35 pm
by BobDoleOwndU
Mtar Tool v0.2 is finished!

It now supports unpacking and repacking both Mtar Type 1 and Mtar Type 2 files. It should now be possible to swap animations (I didn't try myself yet though).

A few notes on Type 2 files:
-Unpacking an Mtar Type 2 will produce a .trk file, a .chnk file and .gani files. The .gani files may also come along with a .exchnk and/or a .enchnk file.
-The .trk file is the main animation track that daemon mentioned a few posts ago.
-The .chnk file is a chunk of data with an unknown purpose, but it belongs to the .mtar file itself.
-The .exchnk files are extra chunks of animation tied to the .gani files. If you're swapping an animation, include this file as well if the .gani file has one. The tool will automatically detect if it has one or not.
-The .enchnk files are chunks of animation that appear at the end of the .mtar files, but are also tied to .gani files. Include this file as well if you're swapping an animation and the .gani file has one. Just like .exchnk files, the tool can automatically detect if the .enchnk is there or not.

Have fun messing around with the tool!

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

Posted: Mon Nov 28, 2016 8:43 pm
by daemon1
BobDoleOwndU wrote:-The .trk file is the main animation track that daemon mentioned a few posts ago.
This is the description of all main animation tracks, not the track itself.

Also I just published the new version of animation tool that supports PP MTAR files. Checked with .gani files produced by your tool.

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

Posted: Tue Nov 29, 2016 1:01 am
by Tex
nasanhak wrote: @Tex - do you know if it's possible to load custom lang fpks? Like lang_default_data_eng.fpk.
The game will load all .lngs in the lang fpks, so just create a file with a new name.
BobDoleOwndU wrote:Mtar Tool v0.2 is finished!
Nice.

Where did you derive the filenames in your current mtar_dictionary from?
I also noticed nmt_sna_drv_div is the only line with .gani extension, is this a mistake on your part or theirs, ie is the hash name /Assets/tpp/motion/SI_game/fani/props/nmt_/nmt/nmt_sna_drv_div.gani.gani?


Here's a mtar_dictionary with some .gani names scraped from the tpp exe,luas,fox2s:
https://mega.nz/#!bJV0QAxT!nHZs5lLX7RsY ... B_TX_p14m8