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Material Previews
Ezekial edited this page Feb 5, 2020
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1 revision
Infomation | Preview |
---|---|
0 Ch_Enemy_Test | ![]() |
1 Ch_EC_Mt | ![]() |
2 Ch_EMS_Mt | ![]() |
3 Ch_EM011_Mt Like a flag blown by the wind 预览 | ![]() |
4 Ch_FakeEye_Mt | ![]() |
5 Ch_EM044_Mt | ![]() |
6 Ch_EM103_Mt | ![]() |
7 Ch_EM100_Mt | ![]() |
8 Ch_EM102_Mt | ![]() |
9 Ch_EM106_Mt | ![]() |
10 Ch_EM024_Mt | ![]() |
11 Ch_EM036_Mt | ![]() |
12 Ch_EM111_Mt | ![]() |
13 Ch_EM118_Mt | ![]() |
14 Ch_EC021_Mt | ![]() |
15 Ch_EM002_Mt | ![]() |
16 Ch_EM109_Mt Multiple display effect?(pay attention to the cat) 预览 | ![]() |
17 Ch_EM110_Mt | ![]() |
18 Ch_EM045_Mt | ![]() |
19 Ch_EM116_Mt | ![]() |
20 Ch_EM001_Mt | ![]() |
21 Ch_EM112_Mt | ![]() |
22 | |
23 Ch_EM007_Mt | ![]() |
24 Ch_EM026_Mt | ![]() |
25 Ch_EM027_Mt | ![]() |
26 Ch_EM043_Mt | ![]() |
27 | |
28 Ch_EM101_Mt | ![]() |
29 Ch_EM105_Mt | ![]() |
30 Ch_EM107_Mt | ![]() |
31 Ch_EM108_Mt | ![]() |
32 Ch_EM113_Mt | ![]() |
33 Ch_EM114_Mt | ![]() |
34 Ch_EM115_Mt | ![]() |
35 Ch_EM117_Mt | ![]() |
36 Ch_EM120_Mt | ![]() |
37 Ch_EM105_EVC_Mt | ![]() |
38 | |
39 | |
40 | |
41 | |
42 | |
43 | |
44 | |
45 | |
46 | |
47 | |
48 | |
49 | |
50 | |
51 | |
52 | |
53 | |
54 | |
55 | |
56 | |
57 Ch_Fur_Mt | ![]() |
58 Ch_FakeInner transparent | ![]() |
59 Ch_FakeSphere | ![]() |
60 | |
61 Ch_FakeLens Changes according to visual position (distortion?) 预览 | ![]() |
62 | |
63 | |
64 Ch_FakeSphere_Lite Changes according to visual position (translation?) 预览 | ![]() |
65 Ch_EditFace_Mt | ![]() |
66 Ch_PL_Eye_Mt | ![]() |
67 Ch_PL_Hair_Mt | ![]() |
68 Ch_Skin_Mt | ![]() |
69 Ch_Pl_Standard_Mt | ![]() |
70 Ch_Wp_Mt | ![]() |
71 Ch_Emblem_Mt | ![]() |
72 | |
73 NPC_Mt | ![]() |
74 NPC_Skin_Mt | ![]() |
75 NPC_Face_Mt | ![]() |
76 NPC_EditFace_Mt | ![]() |
77 NPC_Hair_Mt | ![]() |
78 NPC_Eye_Mt | ![]() |
79 Ch_Standard_Mt | ![]() |
80 Ch_Niku_Mt | ![]() |
81 Ch_OT_Mt | ![]() |
82 Ch_Burn_Mt | ![]() |
83 Ch_Uber_Mt | ![]() |
84 | |
85 Ch_Trace_Mt | ![]() |
86 Ch_Pg_Mt | ![]() |
87 | |
88 | |
89 | |
90 Landscape_Mt | ![]() |
91 Landscape_Flow_Mt | ![]() |
92 | |
93 Pop_Fur_Mt | ![]() |
94 Pop_SCR_Standard_Mt | ![]() |
95 Pop_Standard_Blend_Mt | ![]() |
96 Pop_Standard_Mt_leaf | ![]() |
97 Pop_Fur_Mt_dither | ![]() |
98 Pop_SCR_Standard_Mt_dither | ![]() |
99 Pop_Standard_Blend_Mt_dither | ![]() |
100 Pop_Standard_Mt_leaf_dither | ![]() |
101 Pop_SpeedTree_Mt_dither | ![]() |
102 | |
103 Pop_SpeedTree_Mt_leaf_dither | ![]() |
104 | |
105 Pop_SpeedTree_Mt | ![]() |
106 Pop_SpeedTreeBlend_Mt | ![]() |
107 Pop_SpeedTree_Mt_leaf | ![]() |
108 | |
109 Pop_SCR_FakeRefraction_Mt | ![]() |
110 Pop_SCR_FakeRefraction_Mt_dither | |
111 | |
112 | |
113 Pop_Hide_SpeedTree_Mt | ![]() |
114 Pop_Hide_SpeedTree_Mt_leaf | ![]() |
115 | |
116 | |
117 Pop_SCR_Transparent_Mt | ![]() |
118 | |
119 | |
120 | |
121 | |
122 | |
123 | |
124 | |
125 | |
126 | |
127 | |
128 | |
129 | |
130 SCR_Std_Bld_moss01_UP | ![]() |
131 SCR_Std_Bld_sand01_UP | ![]() |
132 SCR_Std_Bld_moss00_UP | ![]() |
133 SCR_Std_Bld_sand00_UP | ![]() |
134 SCR_Std_Bld_gold00_UP | ![]() |
135 | |
136 | |
137 SCR_Standard_Mt | ![]() |
138 SCR_Standard_Mt_leaf | ![]() |
139 SCR_Standard_Blend_Mt | ![]() |
140 SCR_Flow_Dir_Mt | ![]() |
141 SCR_Fur_Mt | ![]() |
142 Shadow_Mt | ![]() |
143 SCR_water_fall_Mt transparent,flowing fastly water | ![]() |
144 SCR_IvyFloor_Mt | ![]() |
145 SCR_water_Land_Mt transparent, flowing slowly water | ![]() |
146 SCR_FakeRefraction_Mt Convex lens? opaque | ![]() |
147 SCR_Fur01_Mt | ![]() |
148 SCR_waterNoLit_Land_Under_Mt transparent, swamp? | ![]() |
149 | |
150 | |
151 SCR_distortion_Mt transparent | ![]() |
152 SCR_Decal_Mt transparent, grey lenses? | ![]() |
153 Shadow_invalid_Mt It seems to be the default Material , which can be found in most mrl3 | ![]() |
154 SCR_FlagWave_Mt Viscous fluid | ![]() |
155 SCR_Transparent_Mt | ![]() |
156 | |
157 | |
158 | |
159 | |
160 | |
161 | |
162 | |
163 | |
164 | |
165 | |
166 | |
167 | |
168 | |
169 Dummy_Sky_Mt | ![]() |
170 VFX_Water_Mt transparent, bubble? | ![]() |
171 VFX_Flood_Mt transparent | ![]() |
172 VFX_EmissiveFog_Mt transparent, fog? | ![]() |
173 VFX_Wave_Mt The model disappeared by half | ![]() |
174 VFX_Standard | ![]() |
175 VFX_Tornado_Mt | ![]() |
176 VFX_DistDisp_Mt transparent multiple layers | ![]() |
177 VFX_FakeInner_Mt | ![]() |
178 VFX_DispWave_Mt glass | ![]() |
179 VFX_SandFall_Mt black or white | ![]() |
180 VFX_DistDispW_Mt | ![]() |
181 VFX_DebufBody_Mt transparent, gray view | ![]() |
182 | |
183 | |
184 | |
185 SpeedTree_Mt | ![]() |
186 SpeedTreeBlend_Mt | ![]() |
187 | |
188 SpeedTree_Mt_leaf | ![]() |
189 | |
190 SpeedTree_Mt_MDV_Blbd Changes according to visual position (distortion?) 预览 | ![]() |
191 SpeedTree_Transparent_Mt | ![]() |
192 SpeedTree_TransparentBlend_Mt | ![]() |
193 | |
194 | |
195 | |
196 | |
197 | |
198 | |
199 | |
200 |
by Recluse
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