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caplag.bsky.social
caplag
@caplag.bsky.social
METAL GEAR SOLID V: THE PHANTOM PAIN.
http://discord.gg/yttPsfr
October 28, 2025 at 3:28 AM
It's kino🙌
March 21, 2025 at 1:32 PM
March 20, 2025 at 2:23 PM
March 2, 2025 at 3:17 PM
And then I notice that the TppAtmosphere daySkyAmbientScale weather parameter can be tamed down to make the difference between light probes and no light probes negligible in the background. It's not perfect, but it's far, far better!
February 20, 2025 at 12:48 PM
Only problem that really remains is that there's a hardcoded limit to how many light probes can be rendered at once, so using freecam up in the sky can disable distant ones. The solution would likely remain in syncing the spherical harmonics in the light probes themselves to the atmosphere.
February 20, 2025 at 8:06 AM
I've also added sound sources to the 5 extra small falls that were disabled in Ground Zeroes proper. I'm also making those vfx that were originally disabled in GZ optional to keep the default state more like vanilla GZ, and also because some of those hidden vfx are old or on breakable gimmicks.
February 20, 2025 at 8:03 AM
Here's how ugly those holes looked like before. This is at 6:00, where the light probes' spherical harmonics are much darker than what TPP's resident atmosphere, and the contrast makes them the most obvious. Atmosphere SH and light probe SH need to match in the first place.
February 20, 2025 at 6:50 AM
Turns out the entire messages table un the Guantanamo randomizer wasn't working in the current release because I was checking if some table was empty in a way that Lua doesn't even alert me about before not even executing the rest of the function 😭It's okay now, I can hear his voice again...
February 19, 2025 at 8:44 PM
I've been plugging up holes in between light probes all day too, finally after all these years after doing it in select spaces, like the boiler room. Was anxious with how many of them there were, but I just had to commit.
February 19, 2025 at 8:35 PM
Ported the skybox vfx to see how it looks with 24h and weathers. I think I can make them work as an optional feature at certain times of day.
February 19, 2025 at 8:32 PM
February 18, 2025 at 8:09 AM
There's also the sparks the fences in the south cliff and the old prison make when it rains. That was just a .vfx version update conversion issue, never really sure what variables ended up as what.
February 18, 2025 at 8:02 AM
You never really appreciate some sound design until it's gone. Finally got all four types of alarm in Guantanamo to work. The shrill combat one was tough, I still genuinely have no idea how GZ proper plays it exactly, unless the .exe hardcodes and obfuscates it.
February 18, 2025 at 7:59 AM
February 13, 2025 at 9:42 AM
The Radius of Big Boss's Hatred may be bigger than the Moon
February 13, 2025 at 9:37 AM
This one's a deep cut though, there aren't even any images of it left. props metalgearsolid-mods.foroactivo.com/t6-big-boss-...
February 13, 2025 at 7:53 AM
February 13, 2025 at 7:22 AM
Man x2
January 14, 2025 at 4:17 PM
January 9, 2025 at 7:25 PM
January 9, 2025 at 1:16 PM
We finally have a tool for weather parameter files that set up how atmosphere, sky, graphics etc. change with the time of day and weather, so I've been finally making the Ground Zeroes .twpf file with TPP, working through all the differences, instead of just reusing the Mother Base one.
January 9, 2025 at 1:13 PM
Man
January 9, 2025 at 1:03 PM
Unused "massage" player animations in the "online" motion archive.
December 20, 2024 at 7:55 PM
Ground Zeroes port update: Fiddle fully rendered in Metal Gear Solid V: The Phantom Pain
December 1, 2024 at 6:26 AM