![]() ![]() As a result, you can’t just add links to skin files in the mrl3, and you also can’t take pre-existing links and make them skin files (since the mod3 treats those links as for other purposes, or maybe even ignores them). I think that the mod3 file reads specific array elements from the mrl3 file and applies them according to code in the mod3 file. I ran into a roadblock here because I couldn’t figure out how to edit the mrl3 to render skin. Dober Armor) how to render the area that isn’t covered. Thus the links to skin files in the mrl3 serve to tell partially-covering armor (eg. It turns out that when you equip armor, the skin rendering is actually handled by the armor piece. In case you can’t see it, the armor is see-through and the inside is hollow. 22 is the "code" for Girros armor, and 38 is for Zorah armor. I use HxD.) At offset 148 you will see hex characters that translate to pl\f_equip\pl022_0000\leg\mod\f_leg022_0000_BML. Now open it up in your favorite hex editor (PLEASE use a hex editor, you will suffer trying to do anything moderately complex with a text editor. But let’s do it anyways.įirst, copy the Girros mrl3 file from /nativePC/pl/f_equip/pl022_0000/leg/mod/f_leg022_000.mrl3. What makes this unpredictable is that the wrapping method for the mod3 file is unique for (almost) every armor, so you are kind of sticking a square peg in a circular hole if you tell the Girros pants model to use the Zorah pants texture. We can change the links in the mrl3 file directly, and the game will read a different texture file. Recall that the game knows what texture file to load by reading the mrl3 file. There’s another way to retexture, which gives unpredictable high-variance results (threat 3 tempered investigations anyone?). (The client-side transmog mod does this, but also unnecessarily copies the Tex files.) As a result, in order to give armorA the appearance of armorB, we copy the mod3/mrl3 files from armorB to the nativePC directory for armorA, and rename them. The combination of the mrl3 and mod3 files is actually enough to “transmog” armor, since the mod3 has the model and the mrl3 links to all the textures. There is also some illegible stuff at the end of the array, but the array elements are easily readable with a hex editor. We’ll discuss mrl3 editing in the Abrasive Retexturing section and afterwards. Many of these files are just the Tex files for the specific armor, but there are also links to skin files. The mrl3 file is basically an array with links to various Tex files. Armors with transparency (some of which do not have BML files) work somewhat differently in the mod3 file, and editing their other Tex files is not at all straightforward. It seems that most armors use primarily the BML Tex file, and all other Tex files are more or less unimportant. The code for this is probably in the mod3 file, but may be at the end of the mrl3 file as well. I also do not know how the Tex file is actually wrapped onto the 3d model. If I find anything more, or a solution (having display names working as well would be perfect), I'll post or do a PR if I get anything working.I do not know where the 3d model is defined, but it is probably in the mod3 file (which is not readable). Like described, unlocking everything is possible, just kinda cumbersome to do so. I might give it another look in the next weeks, see if I can find the differences between the files on a vanity item unlock. ![]() I'm putting what I found for clarity anyhow - maybe someone else will have a look. This is unfortunately way out of my skill level. To proceed, one would most likely need to deserialize the entire file and repack it. It seems this is more related to changing the size of the file (checksums?), rather than adding to the array. Regardless, adding anything to it (not replacing) will cause the game to hang on load. The last two looks to be some sort of descriptor? This is the 5th class, the internal testing class. Each class has an array called UnLockedVanityItemIDs (sic), where the 2nd, 4th, 6th and 8th instances will be the actual arrays. Surprisingly I had no issues with this - the game even lets you buy the old one again, letting you repeat it forever until you have all the vanity unlocks.Īutomating it however seems much harder. Just find a vanity item you know the id of, make sure it's unequipped (just unlocked), then replace it in the 4 instances it occurs. Replacing it is easy enough, one can even unlock everything manually, it just takes some time. It seems they're simply stored in an array of unlocked vanity item GUIDS for each class. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |