caplag
@caplag
METAL GEAR SOLID V: THE PHANTOM PAIN 📼🛌🇬🇧👩⚕️📻📞🇻🏥🇨🇾👨⚕️☝️📆9️⃣🩻🦾🪞🥷🔫🤕🫙🔥🚁🛗🤿💥🔥
Here's the original game. Night and day, I know! But if I can try to bridge the difference between games through the limited ways I'm allowed, I'll try it.
For reference, here's how the mod's cutscene looked before I fixed the issue. This really stumped me since the location is supposed to have this turned down by default. I'd been spending the last few days adjusting the events to make it look accurate to the original game.
Updated with no ugly bright blue directional light all over the ending cutscenes
I've recently been rediscovering how good the original Metal Gear feels to play. I love how fast you can recognize the room Snake is in. Beautiful work, man
Snake in 1974/5 wears the FOX emblem on that same shoulder, the unit he's no longer part of. In 1984, Venom Snake wears the Old Mother Base emblem - his former unit, or the player's emblem - a symbol of their former identity.
The artwork is based on this TGS 2014 live demo screenshot. Before a January 2015 tweet, the custom emblem had not been seen on Snake's shoulder in any public pre-release footage. www.metalgearinformer.com/snake-hangs-...
According to a tweet by Ludvig Forssell, the track "Regret and Acceptance" from the MGSV Extended Soundtrack is made from excerpts of music that didn't make it into Episode 43, "SHINING LIGHTS, EVEN IN DEATH". www.youtube.com/watch?v=RizF...
On page 043 of the Metal Gear Solid V: The Phantom Pain issue of CGWORLD, a screenshot of the cutscene event editor is shown on a frame of the opening cutscene of Episode 11: HELLBOUND. As opposed to the final game, the spotlight behind Skull Face here is red, and not white.
The scale animation was very minimal, so I didn't ruminate much on the excision. The alternative to supporting it would have required specific .exe hooking as confirmed by Joey and unknown321, which I'm not powerful enough for, and would have crashed if it failed anyway
Another animation that's been broken for 5 years is the windsock. Unlike all other similar animations, this had Quaternion/Vector3/Vector3 tracks, as opposed to Quaternion/Vector3 tracks. It was scale, which TPP gimmicks don't support.
It works on the "stepladder" as well. Notice how it gets faster when it's rainy!
This same kind of wave animation also appears in GZ on the admin building tarps, called "stepladder" in the files. However, this time, the animation files did not contain any shader tracks. So I made them myself, based on the tent ones. The diagonal scroll was tricky.
Since the loops weren't seamless and the blending was too intense, I hex-edited the values and even subdivided them further in places to make these animations more smooth. Since they had to loop with the skeletal animation, the scrolling speed had to be rigid.
Mind you, there are 3 model variations of the tent, and all of them have different material instance names, as they used different color textures. To make this work, I had to unify those names. I didn't realize what this meant just yet.
When the missing shaders from GZ didn't fix the issue, I got curious. I saw that the animation files for the tent in both GZ and MGO have 3 shader tracks, but they use material instance name hashes that don't match the model. When I fixed them, it didn't look right!
In my port of the map to The Phantom Pain, the shader part wasn't working for 5 years, which I passively blamed on the lack of ported shaders. It was basically a detail lost among many other issues I had to fix.
Aside from regular skeletal animation, the tents in the map of Ground Zeroes use shader sub-normal animation to simulate waves of wind blowing on cloth. Basically a second bump-map scrolling across the model.
Annual reminder that the Third Child in MGSV was almost named after St Nick: caplag.tumblr.com/post/7084617...
Some really good examples on that stream of how some flare effects and color scales in cutscenes and weather tags bypassed the LUT:
I uploaded it as a miscellaneous file on this page: www.nexusmods.com/metalgearsol...