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.

  1. Unpack the Sekiro .exe with UXM.
  2. Have Yabber installed.
  3. 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.

Object file structure

Character models

Character models are found in the chr folder.

Character file structure

1. .flver

Contains the character's model.

2. .HKX

Contains collision information.

3. _c.clm2

Contains cloth physics information.

4. _c.hkx

Contains cloth physics information.

Understanding .flver

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.

FLVER Editor

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. ModelDispMasks 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 NpcParams 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.

Example of a ModelDispMask

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.

FLVER diagram

Thanks

This page was only possible due to the contribution of our community member MikiriThis.