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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Sun Oct 18, 2015 8:56 am
by Wormheart
Trying to render Eli's conch invisible.
Edited the texture transparencies in GIMP by fiddling with the alpha, repacked it with the ftex tool, repacked the texture0 inf with QAR.
It still shows in game. Damnit.
How would you guys do it?
PS: I'm using dragging and dropping on the QAR and Ftex tools, both for unpacking and repacking, could that be the booboo?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Sun Oct 18, 2015 10:20 am
by HeartlessSeph
Wormheart wrote:Trying to render Eli's conch invisible.
Edited the texture transparencies in GIMP by fiddling with the alpha, repacked it with the ftex tool, repacked the texture0 inf with QAR.
It still shows in game. Damnit.
How would you guys do it?
PS: I'm using dragging and dropping on the QAR and Ftex tools, both for unpacking and repacking, could that be the booboo?
It's probably the pftxs file that's preventing the edited files from showing up. You would have to look for the pftxs file of Liquid and either delete the pftxs line from the chunk's .inf file or replace the textures inside of the pftxs file.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 3:11 am
by Poisonedmods
CaptianKnuckles wrote:Jonathan Ingram wrote:CaptianKnuckles wrote:Might as well ask this since there's some activity still here, can anyone confirm which locations have soviet soldiers?
I need the soviet guy with a balaclava.
Pretty sure it's chunk1\Assets\tpp\pack\fova\chara\svs\.
Any possible specific .fpk I need to look for?
Edit: I got a Soviet guy to work, although he is missing his head when you replace the single .fmdl in the plparts_mgs1 guy. It's actually kinda hilarious,
Also, where to people on nexusmods obtain the head models? I'd like a go at trying it myself.
The solid snake suit doesint load a head mesh or an arm mesh so its not possible to replace with most outfits.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 10:27 am
by Higus
Anybody looked into the new update?
Well I can't seem to find where to purchase the dlc, but it's definitely "come out" now with this update.
https://youtu.be/XzXEqjKOdlc
https://youtu.be/01gt_AMNUy4
https://youtu.be/YFC82mhVXNQ
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 4:43 pm
by atvaark
Higus wrote:Anybody looked into the new update?
00.dat 37MB -> 61MB
+14 fpk files
+14 fpkd files
+14 pftxs files
+1 lua file
01.dat 24MB -> 110MB
+1 ftex file
+1 .1.ftexs file
+89 .2. ftexs files
+88 .3. ftexs files
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 6:38 pm
by Poisonedmods
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 7:33 pm
by alex61194
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 8:38 pm
by Solidcal
Ah this is interesting to see they are included. I guess the newly added lua file will contain the switch to turn the outfits on maybe.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Mon Oct 19, 2015 9:27 pm
by Poisonedmods
updated mod looks like they moved the DLC im guessing the unlock is probly in cloud storage similiar to FOB stuff
http://www.nexusmods.com/metalgearsolidvtpp/mods/129/?
atvaark wrote:Higus wrote:Anybody looked into the new update?
00.dat 37MB -> 61MB
+14 fpk files
+14 fpkd files
+14 pftxs files
+1 lua file
01.dat 24MB -> 110MB
+1 ftex file
+1 .1.ftexs file
+89 .2. ftexs files
+88 .3. ftexs files
Any idea what that new lua files is?
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 2:30 am
by Tex
You appear to be using an old lua file, during one of the game patches parameter p36 was added to all tables, and also 7 new tables, none of which your modded file has. You also appear to be using a pack tool with an outdated dictionary, your f4866469f343.lua is \Assets\tpp\motherbase\script\EquipDevelopConstSetting.lua
Please pull a fresh copy from an unmodified 00.dat and redo your mod.
Things are challenging enough without giving users games incorrect data.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 2:35 am
by Poisonedmods
Tex wrote:
You appear to be using an old lua file, during one of the game patches parameter p36 was added to all tables, and also 7 new tables, none of which your modded file has. You also appear to be using a pack tool with an outdated dictionary, your f4866469f343.lua is \Assets\tpp\motherbase\script\EquipDevelopConstSetting.lua
Please pull a fresh copy from an unmodified 00.dat and redo your mod.
Things are challenging enough without giving users games incorrect data.
wanna link me a newer version for Qar tool?
Tex wrote:
You appear to be using an old lua file, during one of the game patches parameter p36 was added to all tables, and also 7 new tables, none of which your modded file has. You also appear to be using a pack tool with an outdated dictionary, your f4866469f343.lua is \Assets\tpp\motherbase\script\EquipDevelopConstSetting.lua
Please pull a fresh copy from an unmodified 00.dat and redo your mod.
Things are challenging enough without giving users games incorrect data.
just tried editing \Assets\tpp\motherbase\script\EquipDevelopConstSetting.lua does not work like the F4866 Lua does so im not sure.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 3:57 am
by Tex
It's the only file in the game calling the function TppMotherBaseManagement.RegCstDev and most of the data like in your file
https://imgur.com/BCZQ61T
So something's not going right with your repacking I guess.
I do see the qar tool on nexus is out of date, so from this thread:
https://www.dropbox.com/s/0rtpumx2mxsja ... R_Tool.rar
Or try GzsTool
https://github.com/Atvaark/GzsTool/releases
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 4:53 am
by Poisonedmods
yea i realize it is there but it simply doesint change anything like that lua does and im unsure why another modder Fraridr brought it up to me and it doesint work im not sure why only that lua file will affect the unlock system and there no specific reason for it we have to wait for an update anyway as the golden robotic arm and the sniper wolf Suit are missing from the Lua file ive been updating.
True big boss mods is possible.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 8:30 pm
by XrayDoc
Poisonedmods wrote:
True big boss mods is possible.
Anyone remember where the medic model is located in GZ? Let's see if that works.
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Posted: Tue Oct 20, 2015 9:39 pm
by atvaark
Poisonedmods wrote:atvaark wrote:Higus wrote:Anybody looked into the new update?
00.dat 37MB -> 61MB
+14 fpk files
+14 fpkd files
+14 pftxs files
+1 lua file
01.dat 24MB -> 110MB
+1 ftex file
+1 .1.ftexs file
+89 .2. ftexs files
+88 .3. ftexs files
Any idea what that new lua files is?
It's just an updated
/Assets/tpp/script/lib/TppEmblem.lua.
https://www.diffchecker.com/7vbzsfqu