Skip to content

Interesting and Important Mrl3

Ezekial edited this page Oct 16, 2023 · 26 revisions

This is an attempt at producing an exhaustive list of useful Mrl3 Materials and how to control their properties. This is not a formal repository or compendium of them but a "useful Mrl3 and Materials to know about".

General Property Controls

Transparency (controlled by Albedo's alpha but enabled in the MRL3)

(thanks to Aragaki)

  • Unknown 2 and 5 control the transparency values.
  • Unknown 2 closer to 0 for more tolerance for transparency (higher values will have alpha 0 be more solid until alpha becomes nonexistant).
  • Unknown 5 on values 4 to 7 control for it to be gradual and not binary transparency.
Reference Image on the Editor

0 = 100% transparent

Ditherless Transparency

(thanks to NackDN)

  • Tested in material b3f9350a:44f2f535 (the general weapon material)
  • Set unknown 2 to "0," unknown 3 to "112," and unknown 4 to "1," as well as the Surface Direction to 1101 to achieve ditherless transparency
Reference Images

Transparency With Dithering

Transparency Without Dithering

Wave Emission

(Thanks to Statyk, Silvris and NackDN) In the XM:

  • bUseWaveEmit - Swaps the emissive breathing to waving, still uses other emit options.
  • fAnimEmitWave - Number of waves per UV space. Higher numbers mean more waviness
  • fAnimEmitMin - Lowest brightness in the darker pert of the blue channels, similar to the breathing
  • fAnimEmitSpeed - Speed of waves going across

In the MRL3:

  • fRefractBlend__uiUNorm - Setting for enabling/disabling the panorama. Not too sure about fRefraction but they're right on top of "fPanoramaTile" so I think it might be mislabeled.

  • Tested on standard weapon materials.

SCR_water_fall_Mt

The Waterfall Trick
(First discovered by Jodo, used by Fabaji, documentation thanks to Asterisk)
974599c3:e1b22780

Resource Bindings

  • tFlowMap: Controls application of "waves".
  • tAlbedoMap: The Diffuse.
  • tNormalMap: NormalMap (the big "waves" gloss).
  • tEmissiveMap: Applies a tint, water has a natural glow/reflection.
  • tRMTMap: The RMT map (Metallic, Glossy, etc) [Untested].
  • tDetailNormalMap: The normal of the finer details (sand/rock like looking things).
  • tCubeMap: Lookup CubeMap in wikipedia.
  • tAlphaMap: Partially controls alpha but also relates to the secondary parameters.
  • SS: Do Not Touch This, This are samplers they aren't actually taking a texture.

Properties

Flow Controls:

(tFlowMap)

  • FlowStr: How much the Flow Map deforms the base texture
  • FlowSpeed: How fast this deformation animates (Deformation animates from white to black)
    The deformation is the aplication of light and shadow simulating "waves". This are taken from the SS texture maps. Both green and red channels each correspond to a wave generator. Black is strong source and white is almost no movement/waves.

Colour Transforms:

  • UVTransformA: How much the colour of the Albedo of the texture mapped to UV1 is visible as applied to the texture.
  • UVTransformA: How much the colour of the SS? of the texture mapped to UV2 is visible as applied to the texture.
    Raise the values so your albedo is more or less visible (on its specific channels) otherwise it will be washed out with the colour of water.

EmissiveMap only tints, water naturally glows.
Base Factor filters the colours, but the UVTransform determines how they blend with the base material (overpower or act underneath).

Note that even if the colours aren't visible they ARE visible when the light shines through (noticeable with rainbow tinting for example).

Scrolling:

  • UVOffsetSpeedFactor. First value is horizontal scroll of the uv map for the albedo, goes from left to right. Second value is vertical scroll, from bottom to top.
  • UVOffsetSpeedFactorDetail. No clue what this does. Tested somewhat extensively mixing it with other parameters but might have been lost because most of the mrl3 was deactivated for testing.

Easiest way of getting it running:

Pull from the Master List SCR_distortion_Mt

VFX_DistDisp_Mt

The Glass Material
(First discovered by asdasdasd, brought to attention as a glass candidate by Silvris. Experimented on by Asterisk and Documentation made by Akko with editing by Asterisk.)
vfx/mod/cm/md_etc/md_cm_awa000/md_cm_awa000.mrl3
b5a8acc8:b79217f8

Resource Bindings

  • tDisplacementMap
  • tAlbedoMap: The Diffuse (Must be enabled on the default version)
  • tNormalMap: The Normal Map, requires a visible diffuse to show up
  • tCubeMap: A Cube Map (Lookup wikipedia)
  • tFlowMap

VFX_Tornado_Mt__3

Tornado
(Discovery and documentation by asdasdasdasdasd)
Animated texture of whisp like material.

Tornado Base

Tornado -1f00 Surface Direction

Tornado Emissiveness Edited (femissivepow)

Easiest way of getting it running:

vfx\mod\em\em121\md_em121_001\md_em121_001
Shader Hash: 820d83a0:b132fee6

asdasdasdasdasd Abridged List of Materials

Landscape_Flow_Mt__1

Slow Lava
Slower lava, you can see the rocks below more stage\st105\st105_O\mod\st105_O Shader Id: 35e47898:d4301924

SCR_waterNoLit_Land_Under_Mt__134

Some kind of translucent thing
stage\st105\st105_O\mod\st105_O_waterunder

Sample

SCR_waterNoLit_Land_Under_Mt__138

Odd Transluscency Properties

Original surface direction: 110c

After changing it to -1f00

SCR_water_fall_Mt__144

A variation of the waterfall material.
stage\st105\st105_O\mod\st105_O_waterunder

Sample

SCR_water_Land_Mt__138

Strongly distorting waterfall.
stage\st105\st105_O\mod\st105_O_water1

Sample

VFX_EmissiveFog_Mt__3

Strongly distorting fog.
vfx\mod\stage\box\box120\box120_042_00\md_ef_box120_042_00_00

Sample

VFX_EmissiveFog_Mt__3

Strongly distorting fog.
vfx\mod\stage\md_stage_an\md_stage_an001

Sample

VFX_Flood_Mt__2

Strongly distorting animated liquid. Epileptic cape, changes between black and skin color.
vfx\mod\stage\st101\st101_L\md_st101_L_00

Sample

VFX_Water_Mt__2

A more transparent water cape.
vfx\mod\gm\gm000\gm000_113\md_gm000_113_00

Sample

VFX_SandFall_Mt__2

Animated sand falling, distortion like fur.
vfx\mod\em\em007\md_em007_000\md_em007_000

Sample

SCR_Flow_Dir_Mt__2

Animated mud.
vfx\mod\em\em044\md_em044_000\md_em044_000

Sample

VFX_DispWave_Mt__2

Displacement wave.
vfx\mod\em\em102\md_em102_001\md_cm_wave001

Sample

VFX_DistDisp_Mt__3

Displacement wave with colour cycling. Also useful to get glass like effects since it's glass-like see through (thanks to Silvris for this observation). vfx\mod\cm\md_etc\md_cm_awa000\md_cm_awa000

Sample

VFX_DistDispW_Mt__2

Recolours things when seen through it.
vfx\mod\cm\md_liquid\md_cm_mud000\md_cm_mud001

Sample

SCR_FlagWave_Mt__1

Animated foam effect.
Assets\stage\stm750\stm750_000_00\stm750_000_00

Sample

A quick list of materials:

  • st104_A_01 geyser smoke animation
  • st104_air_00 some kind of air that gous upwards
  • st104_B_00 ???
  • st104_B_01 waterfall
  • st104_C_00 some kind of ashes falling from the sky
  • st104_drop_00 ???
  • st104_drop_01 ???
  • st104_E_01 ???
  • st104_F_00 ???
  • st104_G_00 small white gas clouds
  • st104_G_01 waterfall with rocks falling + waves
  • st104_G_02 yellow gas cloud ?
  • st104_G_03 waterfall plus hard waves big efx
  • st104_H_00 yellow geyser gas?
  • st104_H_01 water drops falling from the sky
  • st104_I_00 white gas clouds big effects?
  • st104_J_00 white gas clouds big effects?
  • st104_K_00 little gas clouds with some kind of dust in the sky
  • st104_K_01 2 waterfalls plus some rain drops?
  • st104_K_02 little effluvial smoke coming from the floor at random spots
  • st104_K_03 some bright lights coming up from the floor
  • st104_L_00 some kind of dust in the sky
  • st104_L_01 2 waterfalls and some water drops falling from the sky
  • st104_L_02 some kind of effluvial smoke coming from the floor
  • st104_L_03 some kind of white dust coming from the floor
  • st104_M_00 some kind of water splash?
  • st104_M_01 another waterfall with rain drops falling from the sky
  • st104_M_02 white dust floating in the sky
  • st104_N_01 ???
  • st104_O_00 some kind of white dust floating in the sky
  • st104_P_00 waves clashing
  • st104_P_01 big red watrerfall very FPS consuming
  • st104_Q_00 white dust coming from the floor then transform into white clouds
  • st104_Q_01 3 waterfalls
  • st104_rain_00 rain?
  • st104_rain_01
  • st104_rain_02
  • st104_T_01 2 waterfalls
  • st104_taki_01 some kind of effluvial cloud or water splash?
  • st104_Z_01 strings of mud/water? falling from the sky
  • st104_U_00 little gas cloud
  • /em_st
  • st104_dra_00 white dust floating around
  • st104_dra_H_00 bigger white dust floating around
  • st104_dra_I_00 little white dust floating around
  • st104_dra_K_00 white dust floating around
  • st104_dra_L_00 bigger white dust floating around
  • st104_dra_M_00 little white dust floating around

General Tutorials

General Tutorials

Animation Tutorials

Animation Tutorials

Audio Tutorials:

Audio Tutorials

IDs:

File & In Game IDs

Model Tutorials:

Model Tutorials

Effects Tutorials:

EFX Tutorials

FSM Tutorials

FSM Editing

MRL3 Tutorials:

MRL3 Tutorials

NPC Editing:

NPC Editing

Map Editing:

Map Editing

Plugins and Memory Editing:

Plugins and Memory Editing

Quest Editing:

Quest Editing

Monster AI Editing:

Monster AI Editing

Texture Tutorials:

General Texture Tutorials
Specific Texture Tutorials

TIML Editing

TIML Editing

Asterisk's Plugin Notes:

Asterisk's Plugin Notes

Miscellaneous Tutorials:

Miscellaneous Tutorials

Outdated Tutorials:

Outdated Tutorials
Clone this wiki locally