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EFX IDs
###Bowgun EFX Documented by NSACloud2#5771
*Items marked with an asterisk are overriden by the default epv.
wp\hbg\epv\hm_wbc.epv3
Group ID | Record ID | Function | EFX Path |
---|---|---|---|
2000 | 0 | Normal/Pierce/Sticky/Slicing Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 1 | Spread Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 2 | Flame Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 3 | Water Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 4 | Freeze Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 5 | Thunder Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 6 | Dragon Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 7 | Poison Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 8 | Paralysis Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 9 | Sleep Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 10 | Exhaust Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 11 | Recover Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 12 | Demon Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 13 | Armor Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 14 | Tranq Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
2000 | 100 | Wyvernsnipe Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2001 | 0 | Bullet Trail, excluding Pierce/Sticky/Slicing/Spread Ammo | vfx\efx\wp\wbc\wbc_006 |
*2001 | 1 | Pierce Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 2 | Sticky/Slicing Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 3 | Cluster Bomb Trail | vfx\efx\wp\wbc\wbc_007 |
*2001 | 4 | Split Cluster Bomb Trail | vfx\efx\wp\wbc\wbc_008 |
*2001 | 5 | Spread Ammo Trail | vfx\efx\wp\wbc\wbc_006 |
*2001 | 10 | Slicing/Sticky impact with entity | vfx\efx\wp\wbc\wbc_002 |
*2001 | 11 | Normal/Pierce Ammo Nearby Bullet Trail | vfx\efx\wp\wbc\wbc_011 |
*2001 | 12 | Normal/Pierce Ammo Far Away Bullet Trail | vfx\efx\wp\wbc\wbc_012 |
*2001 | 50 | Normal Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2001 | 51 | Pierce Ammo Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2001 | 55 | Spread Ammo Muzzle Flash | vfx\efx\wp\wbc\wbc_004 |
2002 | 0 | Wyvern Ammo Charging | vfx\efx\wp\wbc\wbc_000 |
2002 | 1 | Wyvern Ammo Explosion | vfx\efx\wp\wbc\wbc_001 |
2002 | 2 | Cluster Bomb Split | vfx\efx\wp\wbc\wbc_003 |
2002 | 3 | Sticky Ammo Explosion | vfx\efx\wp\wbc\wbc_005 |
2002 | 4 | Slicing Ammo Explosion | vfx\efx\wp\wbc\wbc_010 |
2002 | 5 | Exhaust Ammo Explosion | vfx\efx\wp\wbc\wbc_056 |
*2003 | 0 | Wyvernheart Bullet Tracers | vfx\efx\wp\wbc\wbc_009 |
*2003 | 59 | UNKNOWN Bullet Trail | vfx\efx\wp\wbc\wbc_004 |
*2003 | 100 | Wyvernsnipe Muzzle Flash | vfx\efx\wp\wbc\wbc_054 |
*2003 | 101 | Wyvernsnipe Piercing Impact | vfx\efx\wp\wbc\wbc_055 |
*2003 | 110 | Wyvvernsnipe Explosion First | vfx\efx\wp\wbc\wbc_013 |
*2003 | 111 | Wyvvernsnipe Explosion Mid | vfx\efx\wp\wbc\wbc_014 |
*2003 | 112 | Wyvvernsnipe Explosion Last | vfx\efx\wp\wbc\wbc_015 |
1000 | 0 | Bowgun Shell Ejection | vfx\efx\wp\wbc\wbc_051 |
1010 | 0 | Wyvernheart Muzzle Flash | vfx\efx\wp\wbc\wbc_052 |
1010 | 1 | Wyvernheart Stop Firing | vfx\efx\wp\wbc\wbc_061 |
1010 | 2 | Wyvernheart Muzzle Flash First Shot | vfx\efx\wp\wbc\wbc_053 |
1010 | 3 | Wyvernheart Magazine Insertion Spark | vfx\efx\wp\wbc\wbc_060 |
1010 | 4 | Wyvernheart Magazine | vfx\efx\wp\wbc\wbc_062 |
1010 | 5 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
1010 | 6 | Wyvernheart Dropped Magazine | vfx\efx\wp\wbc\wbc_063 |
1010 | 7 | Wyvernsnipe Magazine | vfx\efx\wp\wbc\wbc_062 |
1010 | 8 | Wyvernsnipe Magazine Drop and Split | vfx\efx\wp\wbc\wbc_063 |
1011 | 5 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
1020 | 0 | Wyvernsnipe Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_057 |
1020 | 1 | Wyvernheart Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_059 |
1020 | 2 | Wyvernheart Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_057 |
1020 | 3 | Wyvernsnipe Clutch Claw Weapon Attack | vfx\efx\wp\wbc\wbc_059 |
1020 | 4 | Wyvernheart Clutch Claw Weapon Attack Final Shot | vfx\efx\wp\wbc\wbc_059 |
*1100 | 0 | Wyvern Ammo Explosion Ground Impact | vfx\efx\wp\wbc\wbc_110 |
2010 | 0 | Cluster Bomb Aiming Arc White | vfx\efx\wp\wbc\wbc_020 |
2010 | 1 | Cluster Bomb Aiming Arc Red | vfx\efx\wp\wbc\wbc_020 |
*2020 | 0 | Wyvernsnipe + Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2020 | 1 | UNKNOWN Muzzle Flash | vfx\efx\wp\wbc\wbc_050 |
*2021 | 0 | Wyvern Ammo Sparking Flame Jet | vfx\efx\wp\wbc\wbc_070 |
*2021 | 1 | Wyvern Ammo Sparking Smoke Flash | vfx\efx\wp\wbc\wbc_058 |
*2022 | 0 | Wyvern Ammo Spark Puff | vfx\efx\wp\wbc\wbc_017 |
*2022 | 1 | Wyvern Ammo Large Spark Puff/ Wyvernsnipe + Explosion | vfx\efx\wp\wbc\wbc_018 |
*2023 | 0 | Wyvernsnipe + Bullet Impact Shockwave | vfx\efx\wp\wbc\wbc_016 |
*2100 | 0 | Bullet Impact Ground | vfx\efx\wp\wbc\wbc_100 |
*2100 | 1 | Spread Ammo Bullet Impact Ground | vfx\efx\wp\wbc\wbc_101 |
*2100 | 2 | Wyvernheart Bullet Impact Ground | vfx\efx\wp\wbc\wbc_102 |
*2100 | 3 | Wyvernsnipe Bullet Impact Ground | vfx\efx\wp\wbc\wbc_103 |
*2100 | 100 | Bullet Impact Wall | vfx\efx\wp\wbc\wbc_104 |
*2100 | 101 | Spread Ammo Bullet Impact Wall | vfx\efx\wp\wbc\wbc_105 |
*2100 | 102 | Wyvernheart Bullet Impact Wall | vfx\efx\wp\wbc\wbc_106 |
*2100 | 103 | Wyvernsnipe Bullet Impact Wall | vfx\efx\wp\wbc\wbc_107 |
*1101 | 0 | UNKNOWN Large Ground Impact | vfx\efx\cm\cm_hm\ground\cm_hm_thump_000 |
*0 | 0 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*0 | 1 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*0 | 2 | UNKNOWN Blue Glow with Sparks | vfx\efx\wp\wbc\wbc_skill_000 |
*50 | 0 | UNKNOWN No EFX | vfx\efx\cm\cm_hm\ground\cm_hm_drop_001 |
*50 | 1 | UNKNOWN Falling Dirt | vfx\efx\cm\cm_hm\ground\cm_hm_drop_000 |
*1102 | 0 | UNKNOWN No EFX | vfx\efx\wp\wbc\wbc_120 |
Translated by Aragaki from a chinese forum, original author unknown. Updated by Crimson.
wp00/wp00_XXX.efx.
Animation ID | Animation Name |
---|---|
001 | Charge level 1 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
002 | Charge level 2 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
003 | Charge level 3 |
First epv call - normal swings/aerial/mount | |
Second epv call - sliding | |
004 | Max charge sword aura swing (1 2 and 3) |
005 | Uncharged |
First epv call - uncharged tackle (1 2 and 3), charged rising slash, plunging thrust, jumping slash | |
Second epv call - uncharged charge slash aura | |
Third epv call - uncharged charge slash | |
Fourth epv call - uncharged TCS | |
Fifth epv call - uncharged jumping wide slash (1 2 and 3) | |
006 | Early or late release |
First epv call - charged tackle, charged rising slash, plunging thrust, jumping slash | |
Second epv call - charged charge slash aura | |
Third epv call - charged strong charge slash aura | |
Fourth epv call - charged TCS aura | |
Fifth epv call - charged jumping wide slash (1 2 and 3) | |
007 | Middle trails |
First epv call - max charge tackle (1 2 and 3), charged rising slash, plunging thrust, jumping slash | |
Second epv call - max charge charge slash trail | |
Third epv call - max charge strong charge slash trail | |
Fourth epv call - max charge TCS trail | |
Fifth epv call - max charge jumping wide slash (1 2 and 3) | |
Sixth epv call - max charge wide slash (from charged strong charge slam) | |
008 | Top trails (strong charge slash and TCS) and body energy (going from charge slash to strong charge slash) |
First epv call - energy going up (going from charge slash to strong charge slash) | |
Second epv call - top trails (strong charge slash and TCS) | |
009 | Clutch claw |
First epv call - first part of CC | |
Second epv call - second part of CC | |
010 | TCS trail, aura |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charge | |
011 | TCS pillar |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charge | |
012 | TCS player particles |
First epv call - uncharged from tackle | |
Second epv call - early or late | |
Third epv call - full charged | |
190 | Natural release from ground from any charge |
vfx -> efx ->wp_TU -> two -> two010.efx
Thanks to Moonklu for the research.
Animation ID | Animation Name |
---|---|
two010_000 | second and third charge small spark effect |
two010_001 | first charge rocket effect |
two010_002 | second charge rocket effect |
two010_003 | third charge rocket effect |
two010_004 | first charge cutting effect (white glow and rocket) |
two010_005 | second charge cutting effect (white glow and rocket) |
two010_006 | third charge cutting effect (white glow and rocket) |
vfx\efx\cm\cm_hm\ground\cm_hm_XXXXX
Group Animation ID | Animation Name |
---|---|
1000 | Charge and jumping slash |
1002 | Jumping Wide Slash |
1003 | Plunging thrust |
Thanks to Crimson for the research.
wp01/wp01_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Power storage effects |
01 | Power squat jump special effects |
99 | general attack special effects |
wp02/wp02_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Ghosts ridden special effects files |
01 | Ghosts slide effect file |
02 | Half-ghost-ridden special effects file |
10 | Half-ghosts are full of special effects files |
99 | General effects file |
wp03/wp03_0XX.efx
Animation ID | Animation Name |
---|---|
00 | Air blade 斩 series weapon attack special effects (all include air blade too roundabout, etc.) |
10 | Whiteblade weapon special effects (may have to take the knife first) |
11 | Yellow blade weapon special effects (may have to close the knife first) |
12 | Red-blade weapon special effects (may have to take the knife first) |
20 | Use the cut, the blade, or the body effect after the blade (I don't know what it is, it is easy to appear) |
30 | Air blade big swing body effect |
40 | See the cut (see broken) successful effects |
50 | Deng Longjian special effects |
60 | (I didn't measure what it was, I guess it might be to avoid the physical effects when the monster attack succeeded) |
PS: EX curry stick really can be done (weapon special effects replace jet light column) If the body effect is replaced by a belt (continuous), it will always exist.
wp04/wp04_XXX.efx.
Animation ID | Animation Name |
---|---|
000 | Not detected |
001 | 1 Stage Accumulation Special Effect |
002 | 2 Phase Accumulation Special Effect |
003 | 3 Stage Accumulation Special Effect |
004 | Powerful (Strong) Strike (3rd-order Powerful Attack) Special Effect |
005 | Intensive Swing (First-order Intensive Attack) Special Effect |
006 | Accelerated Pressure (2nd-order Accelerated Attack) Special Effect |
007 | Boost (Strong) Strike (3rd-order Boost Attack) Another special effect (maybe, because my 04 file for 07 is the same special effect) |
008 | Accumulation effect (Accumulation stage press the right button of the Accumulation) |
160 | I can't figure out what it is. |
PS Because no hammer has been used, the possible test method is incomplete.
wp05/wp05_0XX.efx
Animation ID | Animation Name |
---|---|
00 | All general effects |
01 | Performance of the performance |
02 | The special effect of the previous one |
04 | What did you test out? |
PS The one that has not been tested, I guess it is the special effect of other instruments. I only have to take the loofah flute to measure it, so it is not very clear.
wp06/wp06_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Didn't measure what it is |
001 | Strength Defense (Perfect Defense) Shield Effect |
002 | The first segment of the sprint (protrusion) acceleration effect |
003 | The second segment of the sprint (protrusion) accelerates the special effects |
004 | Counterattack Spurs No Charge Effect |
005 | Counterattack and full effect |
006 | What is not measured? |
100 | Sprint (spurt) running special effects (the whole process exists when running) |
101 | Didn't measure what it is |
102 | Didn't measure what it is |
110 | Strength Defense (Perfect Defense) Kneeling Action Effects |
PS: What I didn't measure is probably the special effect after the protection is successful. I tested it in the driving range, so there is no defense test.
wp07/wp07_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Dragon Gun Charger Effect |
001 | Dragon Attack Special Effects |
002 | Accumulating gunpowder accumulator effect |
003 | Not measured |
004 | Long Hang gun shot special effects |
005 | Weapon overheating effect |
006 | Not measured |
007 | Shelling and shelling effects (normal type) |
008 | Shelling and shelling effects (radiation type) |
009 | Shelling and shelling effects (diffusion type) |
011 | Fill in special effects |
012 | Not measured |
013 | The special effect of the dragon-hanging gun shot from the moment of the rifle |
020 | Full bursting of shelling effects (full bomb launch) (normal type) |
021 | Shelling effect (full bomb launch) in full air burst (normal type) |
022 | The shelling effect of the complete burst of the ride (full-bomb launch) (normal type) (see the speculation table because it is not used in the training ground) |
023 | Full-blown shelling effect (full-elastic launch) (radial type) |
024 | Full-bodied bombardment effect in air (full-elastic launch) (radiation type) |
025 | The shelling effect of the complete burst (the full-elastic launch) (radiation type) at the end of the ride (see the speculation table because it is not used in the training ground) |
026 | Full bursting of shelling effects (full bomb launch) (diffusion type) |
027 | Full-bodied bombardment effect in air (full-elastic launch) (diffusion type) |
028 | The shelling effect of the full burst of the ride (the full-elastic launch) (diffusion type) (see the speculation table because it is not used in the training ground) |
110 | Dragon Artillery Shelling Special Effects |
200 | Not measured |
202 | Shelling Explosion Effects |
203 | Not measured |
500 | Special effects when pulling out the weapon and filling the gun head back |
501 | Special effects when gaining weapons |
900 | Explosive special effects of full burst ((full bomb launch) (all types) |
901 | Explosive effects in full air burst (full bomb launch) (all types) |
902 | Explosive special effects (all-round launch) (full type) of the complete burst of the ride (see the speculation table, because it is not used in the training ground) |
wp08/wp08_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Tip glow normal swings (power phial) first call uncharged, second call charged |
001 | Tip glow discharge buildup (power phial) |
002 | Discharge explosion (power phial) |
003 | Sword aura on discharge attack (power phial) |
010 | Tip glow normal swings (power element phial) first call uncharged, second call charged |
011 | Tip glow discharge buildup (power element phial) |
012 | Discharge explosion (power element phial) |
013 | Sword aura on discharge attack (power element phial) |
020 | Tip glow normal swings (dragon phial) first call uncharged, second call charged |
021 | Tip glow discharge buildup (dragon phial) |
022 | Discharge explosion (dragon phial) |
023 | Sword aura on discharge attack (dragon phial) |
024 | Claw weapon attack (axe) |
030 | Tip glow normal swings (exaust phial) first call uncharged, second call charged |
031 | Tip glow discharge buildup (exaust phial) |
032 | Discharge explosion (exaust phial) |
033 | Sword aura on discharge attack (exaust phial) |
040 | Tip glow normal swings (paralysis phial) first call uncharged, second call charged |
041 | Tip glow discharge buildup (paralysis phial) |
042 | Discharge explosion (paralysis phial) |
043 | Sword aura on discharge attack (paralysis phial) |
050 | Tip glow normal swings (poison phial) first call uncharged, second call charged |
051 | Tip glow discharge buildup (poison phial) |
052 | Discharge explosion (poison phial) |
053 | Sword aura on discharge attack (poison phial) |
054 | Axe heavy slam build up, Axe heavy slam glow (player) |
055 | Axe wild swing (player) |
056 | Axe wild swing player aura/particles |
057 | Axe heavy slam impact (weapon) |
058 | Axe heavy slam sparks before impact (weapon?) |
059 | Axe heavy slam impact (player) |
060 | Claw shot (player) |
061 | Claw shot (player) |
099 | Axe wild swing trail (weapon) |
102 | Axe wild swing dust (player) |
200 | sparks |
201 | reload |
202 | white smoke in elemental discharge explosion |
300 | Elemental Discharge explosions (power, element, dragon, ) |
400 | Claw zero sum discharge |
500 | Sword extra explosions when charged (weapon) |
wp09/wp09_XXX.efx.
Animation ID | Animation Name |
---|---|
000 | Attribute emancipation, chopping, brandishing and super-high-powered Attribute emancipation, chopping and smashing the ground special effects |
010 | Attribute Liberation Chop Hit Special Effect |
020 | Weak Slash (Impact Phial) |
030 | Sword |
034 | Ice Elemental Discharge |
040 | Red Shield (Continous Effect) |
050 | Yellow or Red Phial Limit (Continuous Effect) |
060 | Red Sword (Impact Phial) |
070 | Shield Thrust Special Effect |
080 | Sword |
099 | Melee Attack Effects |
100 | The special effect of deforming the axe to change the sword and drawing the sword directly. |
200 | The special effects of deformed chopping, changing and directly drawing axes, each sword inserting into and pulling out the shield |
201 | Second Special Effect of Shield Burst |
wp10/wp10_XXX.efx
Animation ID | Animation Name |
---|---|
000 | imprint bullet (target part) special effects |
001 | Imprint bullet (part of the bug) special effects |
002 | The bug gets the essence (impact) effect |
004 | The insect gets the essence (the bug) special effects |
005 | Special effects of bugs going out (back) |
007 | Normal attack effects |
008 | Attack effects after the essence is fully acquired |
010 | The dust of the insect is hit after the blast |
020 | The effect of the bug when it is attacked automatically (may be the replacement of the dust of the bug) |
050 | Effects of pole vaulting and air avoidance and imprinting (part of the insect stick) |
100 | Not measured |
101 | Not measured |
PS| What is not measured is the difference between the dust of the bug or the difference. I use the worm that blasts the dust.
wp11/wp11_XXX.efx
Animation ID | Animation Name |
---|---|
000 | Charge Control Lv1 |
001 | Charge Control Lv2 |
002 | Charge Control Lv3 |
003 | Charge Control Lv4 |
004 | Charge Power Lv1 |
005 | Charge Power Lv2 |
006 | Charge Power Lv3 |
010 | Unknown |
011 | Special Effect falling shoots |
012 | Use Coating |
013 | Remove Coating |
014 | Spare shoots |
015 | Dragonpierce Shoots |
016 | Dragonpierce Ground Effect |
017 | Dragonpierce Charging Effect |
018 | Dragonpierce Hit Effect |
019 | Unknown |
050 | Special Effect shoot without power-coating |
051 | Charge Lv1 (Power-coating) |
052 | Charge Lv2 (Power-coating) |
053 | Charge Lv3 (Power-coating) |
054 | Dragonpierce shoots another special effect |
055 | Unknown |
060 | Dragonpierce ground another special effect |
065 | Unknown |
100 | Falling Arrow |
102 | Dragonpierce hit another special effect |
103 | Unknown |
120 | Falling Arrow |
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