Model and Texture Extract - RTHKKona/MHGU-Modding GitHub Wiki
WIP
Getting Models
Enemies will be within arc/enemy/, weapons will be within their own sub-folder /arc/weapon/w**/, armour pieces are in /arc/player/com/(gender)/(number of armour), hair is in /(gender)/
- Get a copy of MHGU romfs. Ryujinx and Yuzu are able to extract it from the mhgu nsp if you right-click the game.
- Install .Net Desktop Runtime 3.1.6 and Kuriimu2.
- Locate the model you want to extract. In this example I will be using Barioth's model as the .mod I want to be extracting. Mine was in romfs/nativeNX/arc/enemy/em042_00.arc.
- Drag the .arc file that we will be extracting into Kuriimu2's menu. You will then open the plugin MT_Framework and the MT ARC as prompted.
- Click through and navigate to the .mod file, usually nested far in. Mine was em042_00.arc/enemy/em042/em042_00/mod/em042_00.mod
- Right click the directory in which you found the file and click Extract. Now navigate to the location where you extracted the folder.
- Download and open the folder for RevilLib GUI.
- Open both your folder with the .mod and the Revillib folder that contains many .cmd files.
- Drag your .mod file onto the mod_to_gltf.cmd file to convert your .mod into gltf/glb.
- Import the gltf/glb into Blender (any version)
- You have successfully acquired the model! Hurray!
Getting Textures
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- Get romfs
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- Use Kuriimu2 to extract arc with the MT ARC plugin within kuriimu2
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- Copy your original arc file containing what you want.
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- Open .tex files with Noesis[with Silvris python script] OR Kuriimu2 embedded viewer OR Megaman 11 QuickBMS script
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- Export as PNG
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- Edit as PNG. Open with Gimp and click on Colors > Components > Decompose > Change the Color Model to RGBA > Hide Alpha Layer. Edit the PNG, make alpha layer visible and export out PNG.
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- Open Kuriimu2 and navigate to relevant arc, replace the .tex with the .png with an import. A green bar at the bottom should fill to show conversion.
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- Save your modified .arc, place into game
Things we know
- arc extraction is via kuriimu2
- mod to gltf is via revillib
- gltf to mod doesnt exist
- mod to mod is with 3dsmax 2012 import/export tool
- tex to png is with kuriimu2 or noesis (with silvris' python script) or a megaman11 script I found for quickbms
- png to tex doesn't exist (?)
- tex to tex(modded) is with kuriimu2 direct import with png
- lmt is visible through 2017 predatorcz 3dsmax tool (but no exporter)
Things to learn
- gltf/glb to mod
- mrl editing (?)
- native png to tex
- gltf/glb to lmt