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FM Textures (Fur Maps)

Psymon edited this page Oct 16, 2023 · 8 revisions

FM stands for Fur Map. This is an example of a Fur Map from MHW:

[Image 1]

The blue channel determines intensity of the fur effect, red and green determine the directions and application of light on the section. Under extreme material parameters (mrl3) it becomes glass.

It's important to note that the fur effect is not exactly equivalent to length, it's the intensity of the transformations the game applies to the diffuse when fur is applied. In most cases it can be conflated with length however.

Blue determines the presence of fur. Red determines the direction ([0°,180°] mapped to [0,255]). Green similarly to red affects direction but of another layer of the fur. The Green layer of fur is more prominent than the red but both are visible under most circumstances.

The way the game renders the FM is roughly thus: [Image 2]

The inverse process is how one paints their own furmaps. For simplicity sake only a red-blue fur map is shown but the process is analogous on the green channel. [Image 3]

Credit to Asterisk for the documentation, and Miralis for the confirmation testing.

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Outdated Tutorials:

Outdated Tutorials
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