The Forum is up for sale: XeNTaX Forum looking for new owner

Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

The Original Forum. Game archives, full of resources. How to open them? Get help here.
JayK
mega-veteran
mega-veteran
Posts: 172
Joined: Fri Jun 01, 2012 10:08 am
Has thanked: 35 times
Been thanked: 121 times

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

Post by JayK »

can you pm me the dds file please, I'll have a look, thanks.
iambosh
advanced
Posts: 61
Joined: Sat Oct 04, 2014 5:22 am
Been thanked: 2 times

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

Post by iambosh »

opk i think i got it. any way to write a batch to convert them all?
JayK wrote:can you pm me the dds file please, I'll have a look, thanks.
i didnt read the instructions haha. Im finding the images and labeling them though
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:00 pm, edited 1 time in total.
Reason: Double post merge.
JayK
mega-veteran
mega-veteran
Posts: 172
Joined: Fri Jun 01, 2012 10:08 am
Has thanked: 35 times
Been thanked: 121 times

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

Post by JayK »

Ok cool, I always assume I've done something wrong if it doesn't work for someone :p hm I didn't think of taking multiple files, but I guess you can just make a batch file like the following for now;

Code: Select all

@echo off
for %%a in (*.ftex) do (
FtexUnpacker.exe "%%a"
)
iambosh
advanced
Posts: 61
Joined: Sat Oct 04, 2014 5:22 am
Been thanked: 2 times

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

Post by iambosh »

JayK wrote:Ok cool, I always assume I've done something wrong if it doesn't work for someone :p hm I didn't think of taking multiple files, but I guess you can just make a batch file like the following for now;

Code: Select all

@echo off
for %%a in (*.ftex) do (
FtexUnpacker.exe "%%a"
)
ok blonde moment here, how would i use this to unpack all ftex files?
JayK
mega-veteran
mega-veteran
Posts: 172
Joined: Fri Jun 01, 2012 10:08 am
Has thanked: 35 times
Been thanked: 121 times

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

Post by JayK »

Put it in a text file, save it with the extension .bat, put it in a folder that contains all the ftex and ftexs files, put FtexUnpacker.exe in that folder as well, then run the bat. Just tried it, you'll get a few zpipe errors, press enter to skip those I'll look into them some other time, doesn't seem to be that detrimental to the outcome.
iambosh
advanced
Posts: 61
Joined: Sat Oct 04, 2014 5:22 am
Been thanked: 2 times

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

Post by iambosh »

JayK wrote:Put it in a text file, save it with the extension .bat, put it in a folder that contains all the ftex and ftexs files, put FtexUnpacker.exe in that folder as well, then run the bat. Just tried it, you'll get a few zpipe errors, press enter to skip those I'll look into them some other time, doesn't seem to be that detrimental to the outcome.
Ok looks as if i have to hold enter down in the cmd but thats fine. thanks!
JayK
mega-veteran
mega-veteran
Posts: 172
Joined: Fri Jun 01, 2012 10:08 am
Has thanked: 35 times
Been thanked: 121 times

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

Post by JayK »

Download the latest build from my other post, I removed the need to press enter at the end of the file unless it throws an error.
iambosh
advanced
Posts: 61
Joined: Sat Oct 04, 2014 5:22 am
Been thanked: 2 times

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

Post by iambosh »

JayK wrote:Download the latest build from my other post, I removed the need to press enter at the end of the file unless it throws an error.
fantastic! thanks!
User avatar
cra0
ultra-veteran
ultra-veteran
Posts: 438
Joined: Fri Apr 27, 2012 9:37 am
Has thanked: 29 times
Been thanked: 189 times
Contact:

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

Post by cra0 »

Oh nice you guys have made good progress while I'm gone. Any word on their geometry and animation format?
shadowlonely1989
veteran
Posts: 83
Joined: Sun Nov 30, 2014 1:49 am
Has thanked: 45 times
Been thanked: 8 times
Contact:

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

Post by shadowlonely1989 »

Hi! Here are font and text from this game! Hope anyone can take and look to make tool for localization! Thanks for any help!
https://www.dropbox.com/s/8eeadj0w6dyi4 ... 5.rar?dl=0
Sergeanur
advanced
Posts: 53
Joined: Fri Dec 30, 2011 12:26 pm
Been thanked: 37 times

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

Post by Sergeanur »

The tool is updated, link is the same.
Now you can decrypt the resources (LUA, FPK, JSON, etc.) while unpacking the archive. Run the tool like this

Code: Select all

MGSV_QAR_Tool.exe data_02.g0s -r
Also the tool now uses dictionary to match hashes.
muskieratboi
ultra-n00b
Posts: 6
Joined: Sun Jan 01, 2012 10:35 am

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

Post by muskieratboi »

Holy shit, it's a Christmas Miracle!

Huge thanks and Kudos to the intrepid hackers that blew this one open. Now to do some audio replacement tests, followed by *Auditions*.
qtulu
ultra-n00b
Posts: 2
Joined: Wed May 09, 2012 1:02 pm
Has thanked: 1 time

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

Post by qtulu »

Awesome stuff, thank you very much for these tools!

Anyone else having a problem with ftexunpacker? It gives me the 0cx000007b error but I've installed the latest VC++ redists.
User avatar
lionheartuk
double-veteran
double-veteran
Posts: 749
Joined: Tue May 16, 2006 10:55 pm
Location: Everywhere
Has thanked: 34 times
Been thanked: 42 times

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

Post by lionheartuk »

Surprised to see how low quality some of these textures are honestly, the game itself looks fantastic, I'd been expecting a super detailed diffuse, but it really goes to show just how well the FOX Engine composites the different textures together (and seems to be able to tint them), a real testament to what that engine can do. Skullfaces face texture is a great example of that, as a texture it looks so flat and boring, but with the normals and spec, plus the scene lightint, and of course the details on the model itself, theres some real depth to the 'craters' that look so flat in the diffuse alone.

Something I've been wondering is, why are so many of the textures using strange hash names? Is it simply because we can't figure out the correct naming for them, or is it more that once packed in engine, it renames them (much like a few other engines do) to something shorter and quicker to sort through, resulting in something thats a bit of a mess for human eyes.
iambosh
advanced
Posts: 61
Joined: Sat Oct 04, 2014 5:22 am
Been thanked: 2 times

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

Post by iambosh »

lionheartuk wrote:Surprised to see how low quality some of these textures are honestly, the game itself looks fantastic, I'd been expecting a super detailed diffuse, but it really goes to show just how well the FOX Engine composites the different textures together (and seems to be able to tint them), a real testament to what that engine can do. Skullfaces face texture is a great example of that, as a texture it looks so flat and boring, but with the normals and spec, plus the scene lightint, and of course the details on the model itself, theres some real depth to the 'craters' that look so flat in the diffuse alone.

Something I've been wondering is, why are so many of the textures using strange hash names? Is it simply because we can't figure out the correct naming for them, or is it more that once packed in engine, it renames them (much like a few other engines do) to something shorter and quicker to sort through, resulting in something thats a bit of a mess for human eyes.

If you can point me to the names of some of these, I can spruce up the normals and specs and such to really make a nicer texture. same for like the ground and such. im having trouble finding what is what

Nvm, im a ditz
Post Reply