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Basics of Exporting Files Into the .mod3 Format
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Install Blender to the default location. Download Blender
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Download Asterisk's Plugin. Asterisk's Plugin is Located Here
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Install the blender plugin as you would any other. [] []
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It should then appear under file -> import/export once you activate it in the user prefs. From here look for a resource for the model you wish to work on, you can find resources on this wiki.
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Next navigate to the file you wish to edit. For this tutorial I am going to use the Divine Slasher, which is swo001, located in chunk0/wp/swo/swo001/mod/
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For the actual sword I am going to select the swo001.mod3, not the saya (that's the sheath).
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- Next I will open the mod3 file after locating it in the blender system.
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- As we can see the model has appeared in the viewer.
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- From here I am going to import the model I want to bring in, I am going to do file -> import -> fbx for my personal file. I’m going to be using a model based on the Sword of Omens from Thundercats, because it's amusing.
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As we can see they’re clipping, as they should. I’ve been lucky in this instance that they have lined up so well. If you need to readjust it I will go over functions at the end of this tutorial in a separate section. Unfortunately the blade isn't long enough so I'm going to go ahead and extend it, but I won't show that in this tutorial.
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Find the model hierarchy window on the right side.
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You can see my object I brought in, “untitlesdsdd”, the original MHW sword mesh, "swo001 000 LOD1" and the armature for the sword, "swo001 Armature".
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Paste in the mesh of the custom model into the meshpart that you are editing, (my custom model is sss, and I pasted into the original swo001 000 LOD 1, deleting the old mesh bits in the process. This holds the custom properties of the meshpart). If your mesh is already a separate object you can select your mesh and shift+click the object holding the properties and Ctrl+J to Join the new mesh into the one holding the properties.
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Repeat this for other mesh parts if needed. If you want multiple separate mesh parts you can simply copy the base one and paste into it. The exporter doesn't have a meshpart count limit.
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Select your part in object or edit mode, and go to the object data tab.
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Under Vertex Groups add a group (or leave what is there, there) and name it the same as the original swo001 000 LOD 1. In my case I just had one bone called Bone.003.
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- Go into edit mode and hit 'a' to select all.
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- While in edit mode hit assign under Vertex Groups while both the mesh you want assigned to the group is selected, and the Bone is selected.
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Repeat these steps for other parts/bones you have.
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Delete the renamed parts such as “sss” by right clicking and deleting.
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Check that everything is weighted by selecting your object and switching to weight paint mode. Verifying everything is red.
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Export mod3 file by going to file -> export -> mod3.
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The default settings should suffice. These are the traditional export settings I use on weapons:
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- Move the file into your nativePC folder that corresponds with the chunk layout and name it the same as before. Your model should be in game now.
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General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files