Tip: there are multiple versions of this guide, covering different approaches. See the side bar for others.
In this guide we’ll be retexturing Snake’s bionic arm in Metal Gear Solid V: The Phantom Pain from its original red/black to all dark, to suit various black outfit retextures (such as this).
There are a few different ways to retexture game files in MGSV and this guide covers an approach using the FMDL Studio 2 package for the Unity editor. Similar steps can also be used for modding other textures.
Pros and cons of this approach
Benefits:
Downsides:
Let’s get started!
Tip: for those unfamiliar with downloading programs from Github just download the topmost file in the linked pages, with the package/cube icon.
Unity requires a license to use. To obtain a free license for your installation you’ll need to create a Unity account.
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It’s also possible to use Unity offline by activating a license via an online computer and transferring the license but this won’t be covered here.
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Once you have your new Unity project window open click the Assets menu at the top of the window and select Import Package>Custom Package.
Navigate to and select the Fmdl-Studio-v2.unitypackage
file you downloaded.
Choose to import all the assets to begin installing FMDL Studio 2 to your Unity project.
You can also find these steps on FMDL Studio 2’s wiki.
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Unzip/install the other required tools each to their own directory. Most of the the tools are portable so can be placed anywhere on the drive. SnakeBite is the only tool that comes with an installer.
In my case I’ve chosen to place them all in C:\Modding\MGSV\Tools
.
Next up, note where the game is installed and if you haven’t already, set up SnakeBite mod manager.
It’s also recommended to show all file extensions in Windows, so different filetypes can be distinguished easily.
To get to the necessary files we first have to unpack the game’s data files.
Check out the steps here then return back.
With the files unpacked we can now identify which we’ll need for modding the bionic arm.
Check out the steps here then return back.
There are only two directory paths needed for the mod so we’ll set them up now.
Check out the steps here then return back.
Obviously the key part of any retexture mod.
Check out the steps here then return back.
Tip: it’s useful keeping the base name of the texture files generic. You could leave it as
sna0_arm0_def_bsm
or rename it to something likeRetexture
(eg:Retexture.ftex
,Retexture.1.ftexs
, etc).
This way if you want to change the color of the arm to something else in the future the entire texture path can remain the same, which avoids having to re-edit the model file with a different texture path.
Note: you’ll notice in the steps and video below the arm has the original red/black base texture already applied. This was done by following these steps.
However it’s not relevant for this guide and was only done to more visually show the red to dark texture replacement in Unity and makes no difference for the final output. When you import the FMDL you’ll instead see a checkerboard pattern on both the model and Base_Tex_SRGB square texture tile until you replace the texture as shown.
tpp\Mods\Mods\Custom\BionicArmVariants
directory you created earlier (that contains the retextured .dds
file) to this Unity Assets directory.tpp
directory appear in the Assets side bar within Unity’s Project panel.Now we can import the FMDL arm model, replace its texture and export to a new FMDL model file. A video below the steps following import in case it’s easier to follow.
Show steps
Modded
dir and open it.phand
and click the little triangle to expand it.Now scroll down and beside the Base_Tex_SRGB area click the square texture tile that has the text Select.
For you it will appear as a square checkerboard pattern not the red texture shown here but it’s irrelevant.
Assets/tpp/
.
If you don’t see this texture then you haven’t copied the DDS file to your Unity project directory as described earlier in this section.
If you do want to view the texture correctly mapped to the model in Unity you can change the Base_Tex_SRGB’s Tiling Y value in the material area from
-1
to1
. This only affects how it’s displayed inside Unity.
sna0_arm_0_cov
item from the left side Hierarchy panel. This will highlight all the model’s bounding boxes in green.Modded
directory.Video:
Note: also in the video you’ll see the Tiling Y value changed to
1
instead of the default-1
. This is to flip the retextured DDS in Unity to the correct orientation. It’s entirely optional as it doesn’t affect the FMDL export, it’s only to display the replacement texture correctly within Unity itself (since it may be confusing when seeing the texture map applied upside down).
The mod is almost complete. We just need to package it into a SnakeBite archive so it can be easily installed and shared.
Check out the steps here then return back.
If you ever decide you want to add some separate color variation all you have to do is re-edit the texture file from Assets\tpp\Mods\Custom\BionicArmVariants
and go through the MakeBite steps again to regenerate another SnakeBite package file.
That’s because the custom texture path we chose is generic enough that it’s not referring to a specific color, so there’s no need to re-tweak the arm model file, only the texture file(s).
Below is the SnakeBite packaged mod using the steps from this version of the guide. For reference.