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Editing TIML files as JSON
- TIMLJSON
- any form of text editor
- Andoryuuta's DTI dump
Open a command line, and cd to the directory of TIMLJSON on your machine. Then run
TIMLJSON.exe -j {timl path}
[
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Open a command line, and cd to the directory of TIMLJSON on your machine. Then run
TIMLJSON.exe -j {timl path}
[
]
4 structures make up the main components of a TIML:
- Time - the upper-most layer, it contains information about animation length, looping, and a couple of unknown parameters alongside a list of Timeline Params
- Timeline Param - the second-highest layer, it contains a hash for what the animation should be editing as well as a list of Param Members
- Param Members - the second-lowest layer, it contains a hash for what individual attribute of the Timeline Param should be edited as well as keyframes
- Keyframes - the lowest layer, it contains the direct data of the animation and time it should occur in the animation, alongside settings for interpolation, easing, and bouncing
The hashes for Timeline Params and Param Members can be found within Andoryuuta's DTI dumps if converted into their hex equivalents (985787082 vs. 0x3AC1EACA). Additionally, a list of Timeline Param hashes for materials and efx are present on the wiki.
To add another of any singular component, simply select all of that component and paste it in after the original.
[
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Make sure there is a comma after the original if there is not one present already, and then make your changes as needed.
For Param Members and Keyframes, the keyframe types are as follows:
- 0 - integer (whole numbers) (only for Param Member)
- 1 - integer (whole numbers)
- 2 - float (numbers with decimal point values)
- 3 - 4-byte color (red, green, blue, alpha)
What value a param member will take can be found in Andoryuuta's DTI dump.
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