-
Notifications
You must be signed in to change notification settings - Fork 18
Interesting and Important Mrl3
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".
(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
(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
(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.
The Waterfall Trick
(First discovered by Jodo, used by Fabaji, documentation thanks to Asterisk)
974599c3:e1b22780
- 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.
(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.
- 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).
- 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.
Pull from the Master List SCR_distortion_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
- 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
Tornado
(Discovery and documentation by asdasdasdasdasd)
Animated texture of whisp like material.
Tornado Base
Tornado -1f00 Surface Direction
Tornado Emissiveness Edited (femissivepow)
vfx\mod\em\em121\md_em121_001\md_em121_001
Shader Hash: 820d83a0:b132fee6
Slow Lava
Slower lava, you can see the rocks below more
stage\st105\st105_O\mod\st105_O
Shader Id: 35e47898:d4301924
Some kind of translucent thing
stage\st105\st105_O\mod\st105_O_waterunder
Sample
Odd Transluscency Properties
Original surface direction: 110c
After changing it to -1f00
A variation of the waterfall material.
stage\st105\st105_O\mod\st105_O_waterunder
Sample
Strongly distorting waterfall.
stage\st105\st105_O\mod\st105_O_water1
Sample
Strongly distorting fog.
vfx\mod\stage\box\box120\box120_042_00\md_ef_box120_042_00_00
Sample
Strongly distorting fog.
vfx\mod\stage\md_stage_an\md_stage_an001
Sample
Strongly distorting animated liquid. Epileptic cape, changes between black and skin color.
vfx\mod\stage\st101\st101_L\md_st101_L_00
Sample
A more transparent water cape.
vfx\mod\gm\gm000\gm000_113\md_gm000_113_00
Sample
Animated sand falling, distortion like fur.
vfx\mod\em\em007\md_em007_000\md_em007_000
Sample
Animated mud.
vfx\mod\em\em044\md_em044_000\md_em044_000
Sample
Displacement wave.
vfx\mod\em\em102\md_em102_001\md_cm_wave001
Sample
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
Recolours things when seen through it.
vfx\mod\cm\md_liquid\md_cm_mud000\md_cm_mud001
Sample
Animated foam effect.
Assets\stage\stm750\stm750_000_00\stm750_000_00
Sample
- 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
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