The Best Is Yet To Come Metal Gear Solid (PS1, 1998)
Alisa U Zemlji Chuda

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@shadow-moses
The Best Is Yet To Come Metal Gear Solid (PS1, 1998)
No.1 Dutch cowboy booster Cleefouti on bluesky said "what if Ocelot really looked like Lee Van Cleef"
🖼️ Prints 💎 Commissions 🔴 Website ☕ Kofi
Ocelot
death stranded
"Those summer days"
the thinner the air
wolf I saw in a dream
don't know what the tumblr sniper wolf fanbase is like but i thought she was a pretty cool character and probably the character that left the most impact on me while playing mgs so i wanted to draw her (despite having to redraw this several times such is my torment)
raiden turn the game console off right now
How to rip models from mgs 2 and 3 to blender (or any other 3d software)
YOU WILL NEED:
Noesis (LINK)
Mgs plugin for noesis (LINK)
A copy of mgs2/3 from the master collection off of steam. for this guide i will be using mgs3 but they should work the same.
Blender (LINK) and some knowlege of the software.
DISCLAIMER ETC.
I would suggest reading the entire guide before committing to do this. the ripping part is simple. making the models useable is the annoying part here.
this tool is not perfect. There are some errors and textures that do not export correctly. this is an error with the plugin as far as i am aware. there is nothing you can do about this. also i am not responsible if you download the wrong mgs master collection free and get like a virus or something. be sensible when you are downloading games off of random websites.
And of course! Be prepared to ruin the magic of that game you like! :)
A WORD ON THE MDL FILE. MDL as a file extension is used by many different games, however these files are not structured the same. metal gear solid uses mdl files for its objects and characters. it is important that you do not use software for viewing other games MDL files, like the ones used in the quake series or for the source engine, because they will not work even if they say they work with mdl files. this is becuse they share the same file extension name but they are fundimentally not the same files. they are seperate file types that have the same name. don't waste your time.
OKAY LETS START!
I'm so glad to see someone made a tutorial for this (because I was not motivated to)! You discuss issues with textures, so I want to share my solution. On this blog you can also find a link to my DA account. About two years ago I ripped a shitton of models from MGS3 and converted them to .xns for use in XNALara. Please feel free to download and make use of them.
Noesis and Jayveer's plugin will allow you to open, view, and export the 3D models with minimal casualties. They are stored in the game folder under …assets\tri\us with some supplemental models in …assets\tri\eu. Open the folder up on the left side of the screen and navigate to the model that you want. Large models such as characters may take some time to load. Don't be surprised if the program freezes for a moment. Select the model that you want to save and navigate to File > Export. The main output type should be set to .fbx and the texture output needs to be set to .png.
I always make sure to save each model in its own folder so that the textures don't get scrambled together.
You'll also want to make a separate dump of the texture files, as Noesis may occasionally corrupt textures. This is especially true for textures with transparent elements. To do this, you can use the CTXR Converter to mass-convert the files in …textures\flatlist\_win. Like with the above, don't be surprised if the program stops responding, just let it run.
I prefer to go through the textures at this point and pull out any of the ones I need for the model I'm working on. I'll drop them into a folder of their own, then open up chaiNNer to pull the alpha layer off of them.
For textures like hair, I've found it easiest to pop them open in my art program of choice - Krita. I'll then duplicate the semi-transparent layer three or four times to make the texture solid while maintaining the transparent background areas and preventing hard, pixelized edges on the object.
I've gotten into the habit of simply replacing all of the textures that Noesis pulled. The important part though is to at least fix the corrupted textures. This can be done in one of two ways.
The first is to rename the textures that you just converted to the jumbled ones that were exported from Noesis, then replace those old files with the new ones. This is my preferred method, as though it is sloppier, it is faster. You can usually tell what corrupted textures are supposed to be which so replacing them isn't too big of an issue. The alternative method can only be done once you have converted the model to .mesh.ascii, so let's do that first.
Blender 2.80 is required for this conversion because the plugin to import and export files for XNALara doesn't work on more recent versions of Blender. Import the .fbx model to begin. You will probably have to resize or reposition the model at this point too. After the size and position are correct, export the model using the export dialogue. Make sure that you export all objects, not just selected ones. The model needs to be exported as .ascii, but you need to set the name to [name].mesh.ascii for it to save properly.
This is when you can alternatively replace the textures. Open the .mesh.ascii file in Notepad, WordPad or another plain text editor. Gradually go through and find and replace the scrambled texture names with the ones that have been fixed. You will likely have to check to make sure the textures are correct by opening the model in Blender or XNALara. This is a very time consuming method, but leads to a better organized end result.
papa miller for his bday :) i don't care if she's never actually mentioned ingame, catherine miller is canon to me
This post is hilarious to me because they both look like they’re sick and dying
i miss her
lalalala (messing with brushes)