Models - SekiroResurrection/modding-wiki GitHub Wiki
Table of contents
Setup
In order to view and interact with the models of Sekiro, these requirements must be met.
- Unpack the Sekiro
.exe
with UXM. - Have Yabber installed.
- Have FLVER Editor installed.
Optional: Have Yapped installed.
➡ Download UXM, Yabber, FLVER Editor and Yapped in the Tools page.
Getting started
All models, including character models and map objects — not to be confused with maps themselves — are found in a .flver
format.
Objects
Objects are found in the obj
folder.
Character models
Character models are found in the chr
folder.
.flver
1. Contains the character's model.
.HKX
2. Contains collision information.
_c.clm2
3. Contains cloth physics information.
_c.hkx
4. Contains cloth physics information.
.flver
Understanding The .flver
file contains three main elements: Bones, Meshes, Material info and Materials themselves.
Can be edited in FLVER Editor. To download it, visit the Tools page.
Bones
Bones are points which models snap to, making them follow a character's animations. It is currently possible to edit Bones, but due to the inability to edit animations — cXXXX.hkx
and cXXXX.skelton
— it is somewhat pointless.
⚠ Can be edited, imported and exported from FLVER Editor.
Meshes
Meshes are polygons consisted of vertices, edges and surfaces. In most cases, a model consists of several meshes — called sub-meshes — and each of which gets assigned different material data.
⚠ Can be exported from FLVER Editor as .dae
and can be imported to FLVER Editor as .fbx
.
Display masks
Meshes can be toggled on and off depending on their ModelDispMask
. Masks can be created by adding #XX#
to a mesh or sub-mesh's name, with XX
corresponding to the ID of the ModelDispMask
you want to assign it to. ModelDispMask
s range from 01
to 31
and are always valid.
⚠ Note: When a mesh does not have a ModelDispMask
's #XX#
in its name, it is always visible.
These masks appear within Yapped, found in NpcParam
s for characters. This is where one can toggle them on or off. It's important to note that Yapped will show toggles for all 31 masks, regardless of whether a mesh contains that ID or not.
Material info (in meshes)
Material info specifies which sub-meshes should have what material. Material info is not a material itself, simply a link to a material.
Materials
Materials specify the textures and shaders applied to meshes. Materials are located at mtd
> allmaterialbnd.mtdbnd
.
Can be edited in MTD Editor. To download it, visit the Tools page.
A material will define the way a texture is presented. Character textures can be found in texbnd
folders in chrbnd
, while obj
textures are usually bundled inside the object's folder itself.
⚠ Caution: To make textures display correctly in-game, the description must be consistent with the content of the Material info in the .flver
file.
⚠ Caution: In the texture file address, you may notice it references a .tif
instead of a regular .dds
as its texture file. When referencing another, new texture, follow the same pattern, as such: N:\NTC\data\Model\chr\cXXXX\tex\cXXXX_TEXTURENAME_a.tif
Summary
Here's a helpful diagram explaining the relationship between files and data contained within.
Thanks
This page was only possible due to the contribution of our community member MikiriThis.