
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/






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 improvementThe 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 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.Soulpatrol wrote: How can i extract and edit the Xbox360 Files ?

Hey, emooseemoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github
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 improvementThe 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.
You can find the project + dictionary at https://github.com/emoose/MGSV-QAR-Dictionary-Project, any additions would be appreciated
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.Soulpatrol wrote: How can i extract and edit the Xbox360 Files ?
Thank you for this mate. Honestly. Contributions like this are so incredibly helpful to ALL modders so kudos to you.emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github
Yep, it should be at chunk1\Assets\tpp\sound\external\tape\tp_m_10160_03.wemDUSToid1109 wrote: Hey, emoose
I was looking for but could not find.
tp_m_10160_03 (Ep. 51 convo)
It's chunk1.dat?
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.JRavens wrote:Thank you for this mate. Honestly. Contributions like this are so incredibly helpful to ALL modders so kudos to you.emoose wrote:Since I haven't seen any others yet I've started the "MGSV QAR Dictionary Project" on github
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)
Wow thanks for finding the models!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.
Yes, use this tool https://github.com/cra0kalo/FPKMergeXrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
Thank you based friend. Now I can just search in the master what I want to find.Highflex wrote:Yes, use this tool https://github.com/cra0kalo/FPKMergeXrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
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?Highflex wrote:Yes, use this tool https://github.com/cra0kalo/FPKMergeXrayDoc wrote:Better question. Is there a way to quickly unpack every single FPK selected rather than doing it 1 at a time?
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