![]() ![]() Open your costume's MDF file with 010 Editor, run the template and expand the "Header" section to look at each material and see what they are named (right click and check "Show Local Variables" to see them), and find the one that matches up with what was originally on your numbered submesh of the original model. Here is an example of nylon texture being simulated on an undershirt submesh via use of a "cotton_detail" DetailMap at a small UV scale: To accomplish this level of detail using regular normal maps would require extremely high-resolution map files, beyond the 4k maximum that RE2 allows. A DetailMap adds tiled normal map textures to the model that appear like fabric, skin pores, leather, and many other things when looking up-close. ![]() The Floats section has the values themselves (in the form of floats) that go with these names, such as the RGB values that go with BaseColor.Īs an example, I will go over adding a DetailMap (like "detail_cotton_nrm") to a submesh. The Floats Headers section has the names of all the float properties used for each submesh, such as "BaseColor" for the submesh's color. Then comes the Texture Headers, which specify what locations in the file that the game should look for the filepath strings used to find the textures that will be applied to the submesh. After the initial header for the overall MDF file, a structure is repeated for all submeshes in the "Material Headers" section, where it is specified what places in the file are used for each submesh's texture headers, float headers and floats, as well as the length of the floats string and things like transparency and mastermaterial shader libraries used. Unfortunately, the template was written for and only works with 010 Editor, a paid hex editor, but there is a 30 day free trial and the template is still easily the second most useful tool for modding RE Engine games outside of the script for importing / exporting models in 3ds Max.Īn MDF file comes as a repeating list of structures for each material (which each material represents a submesh of the model). Using an MDF file that did not originally go with the model you are telling it to use will cause checkerboard textures and other errors. ![]() You can change which files are used by editing the filepaths inside the pfb file via hex editing. Check out the modified Noesis MESH plugin for viewing MESH files along with their MDF files to see how MDFs can be used to apply nearly all the textures and properties that you see in the game to the model inside the preview window.įor costume mods, what MDF file and what MESH file a costume slot uses is stated inside the costume's prefab (pfb.16) file, in \natives\圆4\objectroot\prefab\character\survivor\parts\pl**00\ He originally created it for DMC5, but it is able to edit MDFs for all RE Engine games.Įach MDF file is used in conjunction with one ".mesh.1808312334" model file to assign textures and various properties to each submesh of the complete model. This template was written by Che on the RE Modding Discord for editing Capcom's ".mdf2.10" material files. RE3_mdf.bt Template for RE3 - Download Here DMC5_mdf.bt MDF Template for RE2 and DMC5 by Che - Download Here ![]()
0 Comments
Leave a Reply. |