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Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Fri Mar 05, 2021 8:48 pm
by JayK
Firstly I'd like to thank revel8n for helping me with how the face indices are created. I've released a plugin which you can grab from the link below which will allow you to view textured models and animations from the game Metal Gear Solid 3 on the PS2. To view animations you have to select 'Prompt for Motion Archive' in the tool menu. You can get the plugin here;
https://github.com/Jayveer/MGS-MDL-Noesis/releases

Like my other mgs noesis plugins it will automatically map the textures provided the tri files are in the correct directory alongside the model, which it will be if you use the tool below to extract the files from the games SLOT and STAGE dat files.
https://github.com/Jayveer/Shagohod/releases

I haven't tried it on every file, so let me know if there are issues, I think there are issues with some textures, I'll look into that eventually.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Sat Mar 06, 2021 6:40 am
by lionheartuk
Awesome work Jay!
There a small number of you guys just holding down the MGS fort, awesome stuff.

Does this tool happen to support animations from within cutscenes or is it purely gameplay animations?

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Sat Mar 06, 2021 3:35 pm
by JayK
I''m actually not sure, I think the mtar's for cutscenes are in the demo.dat alongside other stuff used for cutscenes, rather than the stage and slot files. But i've never looked into the demo.dat files.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Fri Apr 23, 2021 4:20 pm
by Pepsee
Hey, do you know where I can find the player animations .MTAR? Also will there be a fix in the near future for the broken weights/rigging on the models? Great work as always however! :D

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Fri Apr 23, 2021 5:29 pm
by AxelNoir
This is very cool! Does this allow us to extract the models with skeletons/weights too? I know it's been done before somewhere...

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Fri Apr 23, 2021 6:19 pm
by OPR23b
It does, along with animations.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Sat Apr 24, 2021 3:38 am
by AxelNoir
This is awesome! One problem, the weights and rigging is broken, is this going to be fixed in a future update?

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 11:14 am
by JayK
Hi, can you tell if that's happening on a specific model or all models you're trying? Also If you play an animation within noesis does that work ok or is it messed up there as well? Just trying to find out if it happens on export or before. Also which version of Noesis are you using? Thanks.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 2:01 pm
by AxelNoir
JayK wrote: Mon Apr 26, 2021 11:14 am Hi, can you tell if that's happening on a specific model or all models you're trying? Also If you play an animation within noesis does that work ok or is it messed up there as well? Just trying to find out if it happens on export or before. Also which version of Noesis are you using? Thanks.
I'm using Noesis v4442, the latest on RWS's website. I used it to view EVA's Tatiana Disguise outfit, called something like "eve_tac" or something and the rigging was broken I remember. I don't know if this is the case with other models though but it seems like it, as another user a few posts above also reported broken weights/rigging.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 2:12 pm
by JayK
Can you try playing an animation for that model within Noesis by selecting 'Prompt for Mtar' in the menu? For example try 0d8f7b.mtar in S122a

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 3:17 pm
by AxelNoir
Huh okay now it seems to be alright. The only thing that sucks is that the bones aren't named and for some reason the model is split into a thousand different pieces when I export as fbx, and import into Blender. Some of this rigging looks a bit crappy but I guess that's what I get for trying a ps2 model lol.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 3:30 pm
by JayK
Well, there are bone names that are being set, it's just that the game uses a 6 byte hash. I could use a dictionary to resolve the real names but I don't know what all of them are. As far as I know when exporting to fbx and loading it in 3ds max these hash names should be retained, dunno about blender. For the meshes being split up I could do something to group meshes in a future release. I'm still curious about this situation in which the rigging is messed up though considering two of you have mentioned it now, it's not a problem I've ever run into and things often don't just fix themselves so I'd like to find out more about that if possible.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Apr 26, 2021 4:01 pm
by AxelNoir
JayK wrote: Mon Apr 26, 2021 3:30 pm Well, there are bone names that are being set, it's just that the game uses a 6 byte hash. I could use a dictionary to resolve the real names but I don't know what all of them are. As far as I know when exporting to fbx and loading it in 3ds max these hash names should be retained, dunno about blender. For the meshes being split up I could do something to group meshes in a future release. I'm still curious about this situation in which the rigging is messed up though considering two of you have mentioned it now, it's not a problem I've ever run into and things often don't just fix themselves so I'd like to find out more about that if possible.
Sure I'd love to help if I can, I'm not sure if it was my own user error or I was thrown off by the bad shading in Blender because the meshes are split up into all these pieces. They look like this in Max for me:

Image

So I kind of need these to be conjoined together into one mesh, the body anyway but I don't seem to have any way of doing that in Max. I know in Blender it's easy to conjoin meshes without losing skin data/rigging but not in Max so this is a bit...well it's a problem for me lol. I figure if there is a way to fix this, the meshes will need to be welded with a low threshold anyway.

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Fri Apr 30, 2021 6:04 pm
by Pepsee
Okay, rigging works for previews but Noesis crashes instantly upon importing any of Snake's .MTAR anims from the r_sna01, r_sna02, r_sna03 folders..

Re: Metal Gear Solid 3 (PS2) Noesis Plugin (Models, Anims)

Posted: Mon Mar 13, 2023 7:32 pm
by Pepsee
Is it possible for an update so ripping snake's animations is possible? :) Thank you in advance.