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

    1. Get romfs
    1. Use Kuriimu2 to extract arc with the MT ARC plugin within kuriimu2
    1. Copy your original arc file containing what you want.
    1. Open .tex files with Noesis[with Silvris python script] OR Kuriimu2 embedded viewer OR Megaman 11 QuickBMS script
    1. Export as PNG
    1. 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.
    1. 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.
    1. 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