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Editing EVWP Files
Psymon edited this page Oct 16, 2023
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.EVWP can manage a bunch of weapon parameters such as:
- Personal room weapon rack position, rotation, and scale.
- Smithy conveyor belt position, rotation, and scale (appears at the end of the crafting cutscene).
- Sheathed position, rotation, and scale.
- Pendant position, rotation, and scale.
- Secondary Bone Function (used for things like bow folding)
- Global EFX setting.
- Various flags (such as whether the pendant is on the sheath or sword of a Long Sword)
Weapon | Bone Function | Purpose |
---|---|---|
Bow | 1 | Changes folding angle of the bow |
Bow | 3 | Changes folding angle of the bow |
Bow | 4 | Changes folding angle of the bow |
Charge Blade | 1 | Makes the shield bones that move outward when in Axe mode shrink to nothing when not in Axe Mode |
Charge Blade | 2 | Unknown |
Gunlance | 1 | Unknown |
Gunlance | 2 | Unknown |
Gunlance | 3 | Unknown |
Hammer | 1 | Unknown |
Hammer | 2 | Unknown |
Hunting Horn | 1 | Unknown |
Lance | 1 | Unknown |
Lance | 2 | Unknown |
Light Bowgun | 1 | Unknown |
Kinsect | 1 | Unknown |
Kinsect | 10 | Unknown |
Insect Glaive | 1 | Unknown |
Insect Glaive | 2 | Unknown |
Insect Glaive | 3 | Unknown |
Switch Axe | 1 | Unknown |
Switch Axe | 2 | Unknown |
Dual Blades | 1 | Unknown |
Dual Blades | 2 | Unknown |
Dual Blades | 3 | Unknown |
Dual Blades | 4 | Unknown |
Long Sword | 1 | Unknown |
Great Sword | 1 | Unknown |
Great Sword | 2 | Unknown |
Great Sword | 3 | Unknown |
Great Sword | 4 | Unknown |
Great Sword | 5 | Unknown |
Flag Value | Purpose | |
---|---|---|
Flags[0] | 00 | When set to 1, moves the pendant from secondary models (LS sheath, Bow quiver) to main weapon models |
Flags[1] | 00 | When set to 1, will inhibit any emission from the model's first material |
Flags[2] | 00 | Unknown |
Flags[3] | 00 | When set to 1, delays the appearance of the unsheathed viscon |
Flags[4] | 00 | Unknown, used by Safi'jiiva LS |
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