Basics of Exporting Files Into the .mod3 Format - Ezekial711/MonsterHunterWorldModding GitHub Wiki

  1. Install Blender to the default location. Download Blender

  2. Download Asterisk's Plugin. Asterisk's Plugin is Located Here

  3. Install the blender plugin as you would any other. [Image 1] [Image 2]

  4. It should then appear under file -> import/export once you activate it in the user prefs. From here look for a resource for the model you wish to work on, you can find resources on this wiki.

  5. Next navigate to the file you wish to edit. For this tutorial I am going to use the Divine Slasher, which is swo001, located in chunk0/wp/swo/swo001/mod/

  6. For the actual sword I am going to select the swo001.mod3, not the saya (that's the sheath).

[Image 3]

  1. Next I will open the mod3 file after locating it in the blender system.

[Image 4]

  1. As we can see the model has appeared in the viewer.

[Image 5]

  1. From here I am going to import the model I want to bring in, I am going to do file -> import -> fbx for my personal file. I’m going to be using a model based on the Sword of Omens from Thundercats, because it's amusing.

[Image 6]

  1. As we can see they’re clipping, as they should. I’ve been lucky in this instance that they have lined up so well. If you need to readjust it I will go over functions at the end of this tutorial in a separate section. Unfortunately the blade isn't long enough so I'm going to go ahead and extend it, but I won't show that in this tutorial.

  2. Find the model hierarchy window on the right side.

[Image 7]

  1. You can see my object I brought in, “untitlesdsdd”, the original MHW sword mesh, "swo001 000 LOD1" and the armature for the sword, "swo001 Armature".

  2. Paste in the mesh of the custom model into the meshpart that you are editing, (my custom model is sss, and I pasted into the original swo001 000 LOD 1, deleting the old mesh bits in the process. This holds the custom properties of the meshpart). If your mesh is already a separate object you can select your mesh and shift+click the object holding the properties and Ctrl+J to Join the new mesh into the one holding the properties.

[Image 8]

  1. Repeat this for other mesh parts if needed. If you want multiple separate mesh parts you can simply copy the base one and paste into it. The exporter doesn't have a meshpart count limit.

  2. Select your part in object or edit mode, and go to the object data tab.
    [Image 9]

  3. Under Vertex Groups add a group (or leave what is there, there) and name it the same as the original swo001 000 LOD 1. In my case I just had one bone called Bone.003.

[Image 10]

  1. Go into edit mode and hit 'a' to select all.

[Image 11]

  1. While in edit mode hit assign under Vertex Groups while both the mesh you want assigned to the group is selected, and the Bone is selected.

[Image 12]

  1. Repeat these steps for other parts/bones you have.

  2. Delete the renamed parts such as “sss” by right clicking and deleting.

  3. Check that everything is weighted by selecting your object and switching to weight paint mode. Verifying everything is red.

[Image 13]

  1. Export mod3 file by going to file -> export -> mod3.

  2. The default settings should suffice. These are the traditional export settings I use on weapons:

[Image 14]

  1. Move the file into your nativePC folder that corresponds with the chunk layout and name it the same as before. Your model should be in game now.

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