CMM Textures (Color Maps) - Ezekial711/MonsterHunterWorldModding GitHub Wiki
CMM stands for Color Map, I like to describe it as "Everything not traditional to game textures" so weight glows controlled by different statuses, custom coloring on armor, glowing during specific points, etc.
About customizable skin color: I may be wrong, but this is my current theory/understanding.
- CMM defines what parts of a texture are customizable. Usually red or green. This is usually for equipment.
- Skin texture usually refers to a default skin texture. In the case of NPC clothing, sometimes the skin is drawn onto the clothes texture.
- But even in the case of NPC textures having both clothing and skin, the skin is assigned its own material.
- The game decides which color is customizable on a piece of equipment. I suspect this is defined in common/equip_scolor.esvc
- In the model mrl3, skin materials may have some kind of shader switch that tells the game they are a Player or NPC skin material.
The game may be looking for both a specific material header name, and the shader switch. NPC skin shader has entries in the 100mb shader files. But player skin shader does not seem to. Until mrl3 structure is understood, I don't think I can resolve the skin issue.
On armor
This is a CMM Texture for armor:
[]
Textures that determine what areas can be color customizable on armor. Red and green channels are enabled for alpha and gamma suits respectively. It is best to just make these channels white.
On weapons
- On Charge blade it effects where the yellow/red phial colors appear.
This is a CMM texture for a charge blade:
[]
Alpha mainly controls where the glowing occurs:
[]
You can see very clearly in the bottom right the classic phial texture that glows and shoots out. This looks white, but it's actually gray. Alpha decides how much light gets through. Black will make zero glow through. White will allow a lot of light through.
This is the same map with the alpha turned off:
[]
You can see there is some color here, that is additional color that is allowed through on the blade. The best example is actually the Kushala's CMM:
[]
- On Insect glaive it's used as an emission-map(EM) texture. The Alpha(transparency) channel will affect brightness of kinsect-type light. And the RGB channels are used just as EM texture usages.