spacecore0352.bsky.social
@spacecore0352.bsky.social
Undertale dataminer and occasional modder, currently sinking into Metal Gear.
A strong man doesn't need to find the doorway. He makes his own.
October 10, 2025 at 2:54 PM
Reposted
September 21, 2025 at 11:05 PM
I just find this model unreasonably humorous.
September 21, 2025 at 4:11 AM
I guess the question then is, what game is best suited to an "in-between" treatment, with new levels and voice lines but keeping the original beloved cutscene direction?

...I think it's MGS1. So I wouldn't be mad if they did MGS3 > MGS1 > MGS2 (with more cutscenes, less codec) > MG1 > MG2.
September 5, 2025 at 1:06 PM
Merged, thank you!
August 25, 2025 at 4:45 PM
Oh, and it's also possible that the "flag" parameter (loads as a material custom property) has something to do with it, I just do not have nearly enough textures to compare to figure that out. (3/2)
August 22, 2025 at 1:18 PM
Yeah, that one is just a matter of figuring out how to make an import operator allow multi-select, which is almost certainly Googleable.
August 22, 2025 at 1:01 PM
that could be changed based on the colorMap later on, like "if texLoader.ctxr_dir and "alp" in colorMap: material.blend_method = 'OPAQUE'" (hypothetically). (2/2)
Material(ID) - Blender Python API
docs.blender.org
August 22, 2025 at 1:01 PM
I really want to blame this on Blender, but it's still an issue in the end so yeah I should probably do something about it. I wasn't confident what all the texture names correspond to before, but it's worth a start... the blend method is set to 'HASHED' in apply_materials but (1/2)
SeaLouse/kms/importer/kms_importer.py at main · Jacky720/SeaLouse
Import and export models for Metal Gear Solid 2. Contribute to Jacky720/SeaLouse development by creating an account on GitHub.
github.com
August 22, 2025 at 12:58 PM
I dunno how much it can help your projects, and I dunno how much interest there is in making mods with it, but yeah, I'm very happy with the progress!

Some kind folks have also put together a lookup of ctxr IDs to tri IDs based on the resource manifests, fwiw. There's a copy in the SeaLouse repo.
August 16, 2025 at 2:47 PM
Update! I fixed the bug (I think that's the bug you mean, at least). SeaLouse can now import both KMS and EVM models with corrected textures, winding, normals, and weights directly into Blender, along with such amenities as linking each bone's tail to its child and naming bones (on humans).
August 16, 2025 at 3:29 AM
It's the robot version of Frosty the Snowman.
July 25, 2025 at 8:45 PM
Only marginally less ridiculous than Ocelot's average plan. In a good way.
July 7, 2025 at 9:45 PM
I care! The floor contact hexagons are awesome.
July 6, 2025 at 8:58 PM
For even more fun, his codec model was not updated in this way, and uses all Snake teeth textures.
July 5, 2025 at 1:11 AM