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A Brief Survey of Monster AI Files
Monster behaviour and AI cover a wide range of topics and file formats, this is a short overview of what is involved in this subjects. This is by no means exhaustive, as most of the documentation and knowledge is not centralized and in many cases is not verified either.
Monster behavior specifics are widely spread around a multitude of formats, here we present the core of the behavioural elements grouped by domain:
THK are Think Table Files. They specify a monster series of action and reactions within a specific context. THK correspond to a specific situation such as Combat, Searching, Flashed, Enrage Start, Player Find, etc. This situation are admittedly lopsided in terms of density and richness. Combat tends to be significantly more involved than most others. Similarly the Global THK is not directly executed by the game but used as a library by all other THKs and is normally the biggest of hte THK files in a monster's folder by a significant margin.
THKLst are Think List Files. They specify the mapping between files to contexts. Editing the THKLst (or creating a new one), allows mapping differnet THK files to different behavior. One can specify which THK to be used for Combat, which one for Flashed, or Mounted, etc.
SOBJ or Set Object Files are in charge of placing objects in the map. This family of files applies to much more than just monsters. But monsters have a significant place within its uses. SOBJ allow specifying spawn points, location of tracks, monster pathing waypoints and a slew of other map positioning related details. [TODO - Link Dave Template and SOBJ Editing tutorial]
ALNK or Area Linker Files are in charge of determining monster transition routes. They compell monsters to move out of areas that are not start or end point of routes and ensure monsters "reach a destination" and don't "idle in corridors". If your monster appears to be constantly quitting out of combat or failing to initiate combat, ALNK is the top suspect. [TODO - Link Template and Dave Tool]
Navigation Waypoints are in charge of defining the pathing mesh for the entire map. If a monster is outside the area defined by them they will always seek to return to the closest legal point. They will ignore any other file or situation on this process. Monsters will de-aggro and de-enrage if they find themselves outside of the legal pathing mesh. Re-enraging might hold their attention briefly but they will continue to try to reach a legal area.
Zone files determine special conditions on the monster and the player. For example they are what stops monsters from entering camp areas and stop a player from clutch clawing or mounting inside a camp.
Collision files determine the hitboxes of most monsters physical attacks as well as the damage and attributes of each attack.
Shell files determine the hitboxes, visual properties and children shells of monster projectile attacks.
Determines the actions a monster takes when certain trigger conditions occurr. For example the animation to use when flinched in the air, when flinched in the ground, animation on specific part breaks, etc.
Corresponds to the visual aspects of interrupts. Performs operations on mesh visibility and TIML execution on events and state changes.
Data table files are prefaced by dtt in their extension they correspond to most monster's numerical data:
- AGR (Enemy Angry): Rage multipliers
- EPG (Enemy Parts Groups): Hitzone Values and Part HP
- EDA (Enemy Damage Attribute): Status Values
- UNQ (Unique): Monster Unique Parameters
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