Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

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

Post by HeartlessSeph »

Image

I got the human Volgin to work. Only when using the Rocket arm though, it stretches otherwise. Check it out here http://www.nexusmods.com/phantompain/mods/46/
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

So I figured out how to look for Kojima.

Every soldier (DD and out of MB) share same body part fmdl's with separate face fmdl's attached. So all we need to do if find the right face file in the dds folders. Though some of the dds bodies are full bodies (like Pequod)

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

Post by odrin »

check out this mod, you can change faces and objects on top of faces/heads:

http://www.nexusmods.com/phantompain/mods/43/?

so it should be possible to find these item ids, set them to be selectables with accompanying graphics icon and add them into the game to be used properly from item menu.

seems quite stable. no crashing, no corruption.

edit. quick quesiton. what is the file "msk0_fthr0_sta.fmdl"

is that responsible for allowing staff to equip balaclava?

edit2:

how do you zero out meshes using hex editor? i'm assuming my model replacements aren't working because i'm using default fmdl which has all the heads and body pieces together?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Soulpatrol »

BUG REPORT
Im using Win7 (64Bit), have MicrosoftNet 4.5.2 and the Xbox360 Files
From the ReadME's the Tools should work with the Console Files...so here are my Results:

GzsTool v0.4
Image
Crash after using a .DAT File (While MGSV_QAR_Tool can extract the File)


Image
Crash after using a .FPK File (mis_com_quiet.fpk)


MGS V FPK Tool v1.1
Image
Does nothing after using a .FPK File (mis_com_quiet.fpk), no Files/Folder created...just nothing.
(just curious, in the ReadMe stand v1.1 and on Console Output v1.0)


MGS V QAR Tool v1.3.1
Extraction of DAT Files work maybe, wen extract the Qar File 77e6d53969026de.dat all Files get warnings like this:
Image

After extraction of all 4 QAR Files i see that all FTEX Files are only 1kb Size...maybe more Problems i dont know and thats why the FTEX Tool's (FtexTool v0.3/FtexUnpacker) crashed too or tell me that this is no FTEX File.

How can i extract and edit the Xbox360 Files ?

Edit:
I attached the FPK File and a FTEX with the needed FTEXS Files here: http://www19.zippyshare.com/v/SCqp3O7j/file.html
Maybe a User or the Coders can test the Files.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by emoose »

Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github :)
The QAR dictionary project is a project to name every file used in MGSV Ground Zeroes and The Phantom Pain.

Unfortunately for modders MGSV is hard to mod mostly because we don't know the filenames of everything used in the game, as the games archives use CityHash hashes to identify files.
This is fine for a game which knows what data it wants to use, but makes it hard for modders to find/categorize data used by the game without resorting to reverse engineering/bruteforcing, making a modders job a lot harder.

Eg. if the game wants the file "/Fox/Scripts/Gr/gr_init.lua" it would just hash the string "/Fox/Scripts/Gr/gr_init", then search inside its data archives for the hash of it (eg 0x3228caff179b0) to get the data for that file.
But if modders don't know the file is called "/Fox/Scripts/Gr/gr_init.lua" then it'll be a tough job for them to find it.

That's why the MGSV QAR Dictionary Project is a project to name every file in MGSV, so that modders have a reference of known filenames to use, and a place to help out other modders by adding any others they find.

The project contains a dictionary.txt file for use with QAR file extractors such as MGSV QAR Tool and GzsTool, it also contains a complete list of hashes used by the game for reference.
I said before that I'd managed to name around 2000 files, but now looking at the stats it might be even more.. though there's still a large room for improvement :)

Image

You can find the project + dictionary at https://github.com/emoose/MGSV-QAR-Dictionary-Project, any additions would be appreciated :D
Soulpatrol wrote: How can i extract and edit the Xbox360 Files ?
I made a fork of GzsTool to work with the consoles files (since the current extractors didn't seem to want to work for me properly :/), was going to clean it up and post on github soon but if you PM me I can send you the exe, doesn't let you edit files yet but you can extract 99% of them fine.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

Image

Testing out replacing the Avatar creation hairstyles. I honestly think I'll wait until the Fox Model Studio releases to mess with the hair models more. To much mesh clipping with how it is now.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by DUSToid1109 »

emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github :)
The QAR dictionary project is a project to name every file used in MGSV Ground Zeroes and The Phantom Pain.

Unfortunately for modders MGSV is hard to mod mostly because we don't know the filenames of everything used in the game, as the games archives use CityHash hashes to identify files.
This is fine for a game which knows what data it wants to use, but makes it hard for modders to find/categorize data used by the game without resorting to reverse engineering/bruteforcing, making a modders job a lot harder.

Eg. if the game wants the file "/Fox/Scripts/Gr/gr_init.lua" it would just hash the string "/Fox/Scripts/Gr/gr_init", then search inside its data archives for the hash of it (eg 0x3228caff179b0) to get the data for that file.
But if modders don't know the file is called "/Fox/Scripts/Gr/gr_init.lua" then it'll be a tough job for them to find it.

That's why the MGSV QAR Dictionary Project is a project to name every file in MGSV, so that modders have a reference of known filenames to use, and a place to help out other modders by adding any others they find.

The project contains a dictionary.txt file for use with QAR file extractors such as MGSV QAR Tool and GzsTool, it also contains a complete list of hashes used by the game for reference.
I said before that I'd managed to name around 2000 files, but now looking at the stats it might be even more.. though there's still a large room for improvement :)

Image

You can find the project + dictionary at https://github.com/emoose/MGSV-QAR-Dictionary-Project, any additions would be appreciated :D
Soulpatrol wrote: How can i extract and edit the Xbox360 Files ?
I made a fork of GzsTool to work with the consoles files (since the current extractors didn't seem to want to work for me properly :/), was going to clean it up and post on github soon but if you PM me I can send you the exe, doesn't let you edit files yet but you can extract 99% of them fine.
Hey, emoose
I was looking for but could not find.
tp_m_10160_03 (Ep. 51 convo)

It's chunk1.dat?
Tex
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Tex »

emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github :)
Wow, excellent work dude.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by JRavens »

emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github :)
Thank you for this mate. Honestly. Contributions like this are so incredibly helpful to ALL modders so kudos to you.

PS - also it's nice to see some discussion besides model and texture changes. Would like to see us make more DATA discoveries in how we change the WAY the game is played and not just how it looks (with due respect to all who are working hard on graphics swaps and re textures and the like - absolutely no offense meant to anyone - all contributions welcome and enjoyed) :)
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by emoose »

DUSToid1109 wrote: Hey, emoose
I was looking for but could not find.
tp_m_10160_03 (Ep. 51 convo)

It's chunk1.dat?
Yep, it should be at chunk1\Assets\tpp\sound\external\tape\tp_m_10160_03.wem
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

JRavens wrote:
emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github :)
Thank you for this mate. Honestly. Contributions like this are so incredibly helpful to ALL modders so kudos to you.

PS - also it's nice to see some discussion besides model and texture changes. Would like to see us make more DATA discoveries in how we change the WAY the game is played and not just how it looks (with due respect to all who are working hard on graphics swaps and re textures and the like - absolutely no offense meant to anyone - all contributions welcome and enjoyed) :)
I agree with you though I do model swaps myself. The hardcore mod on the nexus has been far more enjoyable to me than any model swaps I've used so far. I'm looking forward to see how far people can take the changes, but unfortunately it's not my field.
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Re: Textures

Post by frankcip »

Loomy wrote:For Corey & Others struggling with Quiets Textures

Quiet 3D Model & textures In 3dsmax/fbx/obj/marmoset. Just 2 for now, and only using Diffuse, i can find the other textures, but no idea how they get applied (ie: spec/bump/glow/etc - if someone can give a hint, then can apply the rest. Also looking to Rig, and struggling, if anyone can help out here, would be greatly appreciated. also, not found Qui hair/eyes/eyelash, so using chichi's for now.

I think ive found the xof suit, i need to check against the model, couldnt really tell if it was green b lack leather or what,
for the one guy tha tpmd about it, u welcome to check these so long,
textures0/2ff8ff8ecd95f.dds
textures0/2a53e3fd943e3.dds

Finally found some of the Volgin textures, will work on that next, Skulls, some Snake variants, feel free to make any requests

Download Quiet Model/Texture pack here (WIP):- http://www60.zippyshare.com/v/KAJIg7MO/file.html

I included marmoset toolbag scene file as reference to get exact result as below (not a render -PBR ftw!) u can download trial off their website.

Image
Wow thanks for finding the models!
Hope we get the bikini only with no boots mod working omg this is awesome !!! Is there any progress on this?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

Where do I find most of the sound files and how do I unencrypt them? I'm looking to replace the "FIRE" from the rocket hand to "ROCKETU PUNCH".

Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:24 pm, edited 1 time in total.
Reason: Double post merge.
Highflex
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Highflex »

XrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
Yes, use this tool https://github.com/cra0kalo/FPKMerge

compiled version here: https://www.dropbox.com/s/ofz2heqllpi7s ... e.rar?dl=0

Extract all or a single .dat file and then run the tool with the following command FPKMerge.exe Input Output

Input should be the folder of the extracted .dat file like chunk0

I might work on a additional tool that takes care of making sure everything is extracted and moved correctly
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

Highflex wrote:
XrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
Yes, use this tool https://github.com/cra0kalo/FPKMerge

compiled version here: https://www.dropbox.com/s/ofz2heqllpi7s ... e.rar?dl=0

Extract all or a single .dat file and then run the tool with the following command FPKMerge.exe Input Output

Input should be the folder of the extracted .dat file like chunk0

I might work on a additional tool that takes care of making sure everything is extracted and moved correctly
Thank you based friend. Now I can just search in the master what I want to find.
Highflex wrote:
XrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
Yes, use this tool https://github.com/cra0kalo/FPKMerge

compiled version here: https://www.dropbox.com/s/ofz2heqllpi7s ... e.rar?dl=0

Extract all or a single .dat file and then run the tool with the following command FPKMerge.exe Input Output

Input should be the folder of the extracted .dat file like chunk0

I might work on a additional tool that takes care of making sure everything is extracted and moved correctly
Hmm, it doesn't seem to work for me or I'm doing something wrong. When I double click open the exe and press one key it closes. When I try to open it through the cmd program after pressing 1 key it goes back to the base cmd. Am I doing something wrong here?
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:25 pm, edited 1 time in total.
Reason: Double post merge.
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