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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
![](https://cdn.discordapp.com/attachments/526651450919485441/584407936491716608/Desktop_Screenshot_2019.06.01_-_22.43.19.34.png) 0 = 100% transparent ![](https://cdn.discordapp.com/attachments/526651450919485441/584408474046300186/prev.jpg)The Waterfall Trick
(First discovered by Jodo, used by Fabaji, documentation thanks to Asterisk)
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- 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
(Thanks to Karbon)
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- tSkinMap: Texture from where it picks skin colours.
Reads player skin colour from a palette in tSkinMap and applies it over the diffuse.
The Jellyfish Material
(Discovered by Jodo, documentation by Jodo and Asterisk)
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Animated lights. The normal map controls animated lights. Blue channel is the temporal axis (from blue to black over time), alpha channel for what zones are affected by the sequential lights. The EM produces permanent light.
The Magma Cape
(Discovery and documentation by asdasdasdasdasd)
Flowing magma material.
Pull from \stage\st105\st105_K\mod\st105_K.mrl3 Shader Hash: 36701f3d:b15e316b
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