Expanding MRL3 Reference List - Ezekial711/MonsterHunterWorldModding GitHub Wiki

Outdated Article

This article is outdated and kept for archival purposes.
Use the CrAs-T (Mrl3) Material Editor instead.

Documentation for the editor can be found here as well.

Expanding MRL3 Reference List

Thanks to RyuNStage and Jodo from the DMQW Modding group and TheCrazyT for their research and documentation without which this wouldn't be possible.

Pre-Requisites:

Expand Counts, Update Reference:

Open the mrl3 in 010, run the mrl3 template on it

[Image 1]

In the Header section locate the texture count

[Image 2]

Increase count by 1

[Image 3]

Locate the material offset

[Image 4]

And increase it by 0x110

[Image 5]

For each Material entry on the mrl3 go to the startAddr

[Image 6]

and increase it by 0x110

[Image 7]

You must do this for each material in the mrl3 (in this case there are only 2 some mrl3 can go far higher like 5 or even more

[Image 8] [Image 9]

Insert a new entry into the array

Go to the last texture on the texture list

[Image 10]

Place your cursor in the edge between blocks (blue and cyan here) and use the edit>insert>insert bytes option

[Image 11]

Insert 0x110 bytes (110 hex)

[Image 12]

Copy the entire previous texture entry (including and SPECIALLY the weird symbols at the start)

[Image 13]

Paste them on the newly created space

[Image 14]

Give it the route of the new map you are introducing (in this case an EM)

[Image 15]

Re-run the template so things update

[Image 16]

Reference the new map as an argument

Each UnknS2A is a material, in this particular example I know only the first material matters. You might need to do this in only one of the materials or in multiple of them depending on what you are adding and what model it's tied to.

[Image 17]

On the sub list of unknS find the index of the map you wish to change, for weapons entry number 3 is the Emissions Map. Change it's texid to the index of our added map in this case 11 (there were 10 texture ids before and we added 1 so our new map is in 11)

[Image 18]

And we are done.