This page is just for containing steps that are the same across multiple guides in this section.
If you’re linked to something here follow the steps for that particular part then return to the guide that linked it, since some sections are only relevant for particular guides.
D:\Steam\steamapps\common\MGS_TPP\
but yours will likely differ.If you don’t already have SnakeBite configured follow these steps. This assumes the SnakeBite installer has already been run to copy the program’s files to the desired directory.
SnakeBite.exe
.mgsvtpp.exe
file within the game’s installation directory to confirm where to install SnakeBite to.To more easily distinguish all file types we’re dealing with it’s recommended to disable the Windows setting that conditionally hides filetypes.
Win+R
hotkey.control folders
and press Enter
.
We’ll be using one of File Monolith’s included tools, Archive Unpacker for this.
Show steps
First think about where you want the unpacked game files to be stored and create a new directory there. Eg: C:\Modding\MGSV\TPP\Unpacked
.
You’ll need around 6GB of free space for the files we’ll be unpacking. It’s much faster to unpack to an SSD if you have the free space.
Then take a note of the path where the game is installed.
Open File Monolith’s Archive Unpacker.exe
and beside the Archives field click the ...
button.
In the new window that popped up navigate to the game’s MGS_TPP
directory and within it open the master
sub-directory. You’ll see a bunch of DAT (data) files.
Hold the Ctrl
key down and select both the chunk0.dat
and texture0.dat
files then press the Open button to confirm. These two DAT files contain the relevant arm archives/textures.
Next click the Output Folder’s ...
button and select the directory you’ll be unpacking the game files to.
Uncheck the Condensed Directory Structure checkbox and then press Unpack Archives to begin the unpacking.
The reason for unchecking this option for this guide is because it will then auto unpack the necessary archive that we need for the arm. Otherwise it won’t and we’d need to use a tool (for FMDL modding: GzsTool or for PFTXS modding: AutoPftxsTool) to manually unpack it, so this saves some extra steps.
However if you’re intending to convert all the game’s textures at once to DDS (useful for general FMDL Studio 2 use or finding specific textures visually and easily) then this setting needs to be left checked in order to extract all the game’s texture files to a consistent structure. This isn’t something needed for the specific steps in the guides here though.
The game uses archive formats to store models and sometimes its texture files. The bionic arm model (an FMDL file) can be found within an FPK (Fox Package) archive file, while all the texture files can be found standalone (usually refered to as ‘loose’).
Not all textures in the game can be found all loose like the bionic arm textures are. Often you’ll find the metadata file (
.ftex
) + smallest size version of the texture (.1.ftexs
) exclusively within PFTXS archives. However for very common items such as Snake’s assets the complete set of related texture files can be found loose. You can read more about this here.
Show steps
The arm model we want has already been auto unpacked from the FPK archive it was contained within by Archive Unpacker (turning it from .fpk
file to an _fpk
directory), at the following path within our unpacked game files directory:
Assets\tpp\pack\player\fova\plfova_sna0_arm0_v00_fpk\Assets\tpp\chara\sna\Scenes\sna0_arm0_cov.fmdl
You’ll notice there’s a nested
Assets
within the parent one. This is just due to how the game optimizes things to load. You’ll see a similar path structure when unpacking any archive from the game.
While the texture files we need are located at the following paths:
Assets\tpp\chara\sna\Pictures\sna0_arm0_def_bsm.ftex
Assets\tpp\chara\sna\Pictures\sna0_arm0_def_bsm.1.ftexs
Assets\tpp\chara\sna\Pictures\sna0_arm0_def_bsm.2.ftexs
Assets\tpp\chara\sna\Pictures\sna0_arm0_def_bsm.3.ftexs
These are the base/albedo color texture. The arm material is using multiple different textures to look how it does but this guide is focusing on just the base color map.
If you’re curious check out the FTEXS page for more in-depth details about the format. The .ftex
file stores metadata information about the texture while the .ftexs
files contain the actual image data.
Whenever retexturing we always need the FTEX file + all the related FTEXS files in order to convert to a usable texture format for image editing. Most textures, except if they’re small in resolution, will have three related FTEXS files.
Tip: how to generally find related texture files
There are a couple ways to find related texture files for a model:
sna0_arm0
. The Things Code page lists the abbreviations the game uses for various characters/objects.
TppMasterFileList.txt
that includes a (giant) list of unpacked game file paths.
Tip: the Windows search tool Everything is useful for quickly finding files, moreso than the native Windows search.
Our final mod will have two directory structures within the same parent directory:
Assets\tpp\Mods\Custom\BionicArmVariants
Assets\tpp\pack\player\fova\plfova_sna0_arm0_v00_fpk\Assets\tpp\chara\sna\Scenes\
The first path above is where we’ll be placing our modded texture files, while the second path is where the modded arm model will go and is a recreation of the original game structure seen in the original unpacked game files.
So let’s create them and also copy in the original model and texture files. Follow either the text steps or the video below.
Show steps
Make some new directory on your computer where you’d like your mod project to be. Eg:
C:\Users\Username\Bionic arm mod
Modded
.Modded
and select File Explorer’s path addressbar (the textbox to the left of the searchbox).cmd
and press Enter. This will open a command line at the current location.Copy the following command then paste it in the CMD window by right-clicking in the window once:
mkdir "Assets\tpp\Mods\Custom\BionicArmVariants"
Note: the
Custom
part of the path is intended to be replaced with your username. However you can customize the modded texture path any way you want (for more info see the Important things to know about paths in the spoiler below).
Next do the same but for the following command:
mkdir "Assets\tpp\pack\player\fova\plfova_sna0_arm0_v00_fpk\Assets\tpp\chara\sna\Scenes\"
Done! Now we have both required directory paths in the Modded
directory.
Lastly copy in the model and texture files:
sna0_arm0_def_bsm
FTEX and FTEXS files from the original unpacked game files, listed in the earlier section, to the BionicArmVariants
directory you just created.sna0_arm0_cov.fmdl
from the original unpacked game files to the Scenes
directory you just created.You might be wondering why we don’t just use the original path of the textures for our
Modded
copy. This is because when we get to editing the FMDL model file it needs to point to a custom path not used by the vanilla game files in order to work. So for this guide I’ve chosen the path above.
Video
Important things to know about paths
Wherever you decide to have your Modded
directory just remember to not place them too deeply in the drive, since Windows File Explorer still has a ~260 character path limit and we want to avoid exceeding that length to avoid issues.
C:\Users\Username\Bionic arm mod\Modded
would be a decent path length.For the path replacer script you can create a different custom directory structure if you want for the modded texture, it just requires the texture be placed anywhere within at least the Assets
directory.
Note: this is different from how FMDL Studio 2 handle paths. With FMDL Studio 2 it requires custom texture paths be within
Assets/tpp
or else the texture won’t show up in-game.
MGSV is case-sensitive with its directories and filenames. So assets
is different from Assets
.
Valid characters for MGSV file paths are: alphanumeric characters (A to Z, 0 to 9). Underscores (_
) and hyphen (-
) characters are also valid but no spaces are allowed.
This only matters for the MGSV file paths themselves (eg: beginning with
Assets
) not any parent Windows path outside them.
Paths in MGSV files use forwardslashes rather than backslashes. However the path replacer script auto-corrects this and FMDL Studio 2 handles formatting paths behind the scenes to be correct, so it’s not something you normally have to think about unless editing paths in other types of files.
This is where we’ll do the first modding, by converting the original texture so it can be opened in an image editor, editing it, then converting it back to the game’s texture format.
Show steps
sna0_arm0_def_bsm.ftex
file by itself onto FtexTool.exe
that you downloaded earlier. A .dds
file will appear beside it.
.ftex
and .ftexs
files that you copied since we no longer need them.There are DDS plugins for a variety of programs so it’s not an exhaustive list but pick something you’re comfortable with.
Using the red color channel for masking (isolating areas) is useful, or you could just crank down the saturation.
In my case I also adjusted the watch’s LCD screen, similar to inverting the LCD display in real life by adjusting the polarizer film.
Since the texture doesn’t have any alpha channel the format you’ll want to save the DDS as is BC1 (aka DXT1), with mipmaps enabled.
.dds
file onto FtexTool.exe
. An FTEX and related FTEXS files will appear beside it.
.dds
file if you’re following the FMDL Studio 2 guide, otherwise you can delete it if you want.Show steps
From the SnakeBite tool directory that you unzipped earlier open makebite.exe
.
In the right half of the program, under Mod Files, click the ...
button and navigate to the Modded
directory that was created and click the Select Folder button to confirm.
Note: (for PFTXS Only guide) the MakeBite included with the latest SnakeBite version at the time of writing (0.9.2.2) doesn’t display loose
.ftexs
files in the Mod Files panel of the GUI. However they’re still packaged during build.
Bionic Arm Variants - Dark
1.0
choc
1.0.7.1
https://mgsvmoddingwiki.github.io/Retexturing_the_Bionic_Arm/
Changes the bionic arm to a stealthy dark.
The MGSV Version field is the minimum game version the mod will work with. Since this is a basic mod it’s compatible with older game versions but if ever unsure you can just leave it on the default value.
.mgsv
archive to.SnakeBite.exe
and click the MODS button..mgsv
package we just created.If there are any conflicts with existing mods you have installed SnakeBite will warn you here.
The mod is now ready to see in-game!
Tip: SnakeBite
.mgsv
packages are just renamed.zip
files. You can open them in a zip program to view their content.