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Editing Armor Textures (PS Gimp)
Monster Hunter World's textures are all in .tex format. Photoshop and Gimp can't open .tex files. To edit the texture using Photoshop or Gimp you'll need to convert the .tex file into a .dds file so the programs can read it. Additionally you'll need plugins for Photoshop and Gimp to be able to read the .dds files.
First, you'll need a .tex converter to convert files to .dds. A good converter is "A Better MHW Texture Converter" By JodoZT.
After downloading, put MHWTexConverter_by_Jodo.exe in a folder of your choice. It is recommended to be put in a place that is easily accessible and not your MHW directory. This where you generally want to keep all your files you have edited or plan on editing so keeping it away from the MHW directory will make it easier to organize. In addition MHW may be on an SSD and putting editing files in an SSD may not be the best usage of your SSD's space.
In this example, we want to edit Kulve Taroth α helm. First drag the helm texture file, f_helm049_0000_BML.tex to MHWTexConverter_by_Jodo.exe. The converter will create a copy of the file and change it to .dds and be placed in the same folder. The original .tex file will not be changed and the new file DXT1_f_helm049_0000.BML.dds is the file you want to open to edit the textures.
When you are done, you will need to reverse the process and put the .dds into the texture converter to make it into a .tex that Monster Hunter World can recognize.
Notice that if any alpha pixel has been shown in your layers, the dds editing tools may not save your extra alpha channel correctly. Remember to preview the alpha channel of your texture before saving if the texture needs alpha channel.
Get the .dds plugin for Gimp here. Drop the plugin into your GIMP plugins directory in C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins.
Open the selected texture .dds file in GIMP
Open the file, do not load pre-existing mipmaps, edit the texture, export as .dds with the compression settings as DXT1 and auto generate mipmaps.
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files
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