All .tri textures from all PS2 versions of MGS3, dumps and resturctured for use with mod development with the MGS Master Collection.
All .tri files from every version are presently dumped.
- 100% rebuilt.
- Europe (Online Beta): 2287 / 2290 Rebuilt (MC Coverage - 100%.)
- Europe: 9790 / 14407 (MC Coverage - 100%.)
- Germany: MC Coverage - 100%.
- Italy: MC Coverage - 100%.
- Japan: MC Coverage - 100%.
- Japan (Shokai Seisanban): MC Coverage - 100%.
- Korea: 9704 / 9734 (MC Coverage - 99%. Only regional magazines/posters & UI left.)
- Spain: MC Coverage - 100%.
- USA: 9704 / 9734 (MC Coverage - 99%. Only regional magazines/posters & UI left.) (Self-Note: 1d58c1 = e02_4.bmp_e98df2b1939851f47c8a6c28ea1d4cda)
- All Versions: 99%. Only regional magazines/posters & UI left.
- 90% done. Camos & early versions of a bunch of early face textures left.
Question:
All these textures appear to be transparent - #1
Answer:
That is correct! The PS2 had a different color depth from modern systems, and as a result, fully opaque textures from the PS2 show up as having 50% opacity on PC.
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Pixels that have 128 (50%) opacity were actually fully opaque on PS2, pixels that are 102 (40%) opacity were 80% on the PS2, 64 (25%) is 50%, ect.
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All ports of MGS3 to non-PS2 systems have code that automatically double the opacity level to account for the difference in rendering on other systems.
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Stripping opacity outright from a texture / setting it to 100% / fully opaque via photoshop will result in MGS3's lighting engine treating the texture completely different.
Question:
What tools are you using for this?
Answer:
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Tri Extraction & Rebuilding
- MGS Tri-Dumper (self-made .tri dumping / rebuilding utility. Will be released publicly once all Snake Eater -> MC mappings have been completed.)
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File Management:
- Voidtool's Everything
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BP_Asset / Manifest Management:
- Visual Studio Code
- Notepad++
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Model Viewers:
- Jayveer's MGS3 Master Collection & PS2 Noesis plugins (personally modified to fix various corruption issues the original plugin had with ~60% of textures.)
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PCSX2 for .TRI dumped texture verification.