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Expanding MRL3 Reference List
This article is outdated and kept for archival purposes.
Use the
CrAs-T (Mrl3) Material Editor instead.
Documentation for the editor can be found here as well.
Thanks to RyuNStage and Jodo from the DMQW Modding group and TheCrazyT for their research and documentation without which this wouldn't be possible.
- 010 Hex Editor.
- TheCrazyT mrl3 Research Template.
- The relevant mrl3 for the mod3 you are editing.
Open the mrl3 in 010, run the mrl3 template on it
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In the Header section locate the texture count
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Increase count by 1
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Locate the material offset
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And increase it by 0x110
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For each Material entry on the mrl3 go to the startAddr
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and increase it by 0x110
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You must do this for each material in the mrl3 (in this case there are only 2 some mrl3 can go far higher like 5 or even more
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Go to the last texture on the texture list
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Place your cursor in the edge between blocks (blue and cyan here) and use the edit>insert>insert bytes option
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Insert 0x110 bytes (110 hex)
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Copy the entire previous texture entry (including and SPECIALLY the weird symbols at the start)
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Paste them on the newly created space
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Give it the route of the new map you are introducing (in this case an EM)
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Re-run the template so things update
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Each UnknS2A is a material, in this particular example I know only the first material matters. You might need to do this in only one of the materials or in multiple of them depending on what you are adding and what model it's tied to.
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On the sub list of unknS find the index of the map you wish to change, for weapons entry number 3 is the Emissions Map. Change it's texid to the index of our added map in this case 11 (there were 10 texture ids before and we added 1 so our new map is in 11)
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And we are done.
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