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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
opk i think i got it. any way to write a batch to convert them all?
i didnt read the instructions haha. Im finding the images and labeling them thoughJayK wrote:can you pm me the dds file please, I'll have a look, thanks.
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:00 pm, edited 1 time in total.
Reason: Double post merge.
Reason: Double post merge.
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JayK
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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"
)
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
ok blonde moment here, how would i use this to unpack all ftex files?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" )
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JayK
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Ok looks as if i have to hold enter down in the cmd but thats fine. thanks!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.
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JayK
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
fantastic! thanks!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.
- cra0
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Oh nice you guys have made good progress while I'm gone. Any word on their geometry and animation format?
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shadowlonely1989
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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
https://www.dropbox.com/s/8eeadj0w6dyi4 ... 5.rar?dl=0
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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
Also the tool now uses dictionary to match hashes.
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-
muskieratboi
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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*.
Huge thanks and Kudos to the intrepid hackers that blew this one open. Now to do some audio replacement tests, followed by *Auditions*.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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.
Anyone else having a problem with ftexunpacker? It gives me the 0cx000007b error but I've installed the latest VC++ redists.
- lionheartuk
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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.
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.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
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
