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Interesting and Important Mrl3

AsteriskAmpersand edited this page Jun 18, 2019 · 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 ![](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)

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

Ch_Skin_Mt

(Thanks to Karbon)
5b4b74e7:71bd05ca

Resource Bindings

  • tSkinMap: Texture from where it picks skin colours.

Properties:

Reads player skin colour from a palette in tSkinMap and applies it over the diffuse.

Ch_EC021_Mt__2

The Jellyfish Material
(Discovered by Jodo, documentation by Jodo and Asterisk)
6c101d94:b9970a36 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.

Landscape_Flow_Mt__4

The Magma Cape
(Discovery and documentation by asdasdasdasdasd)
Flowing magma material.

Easiest way of getting it running:

Pull from \stage\st105\st105_K\mod\st105_K.mrl3 Shader Hash: 36701f3d:b15e316b

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
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