This project is out of date.
For getting a recent version you should go to:
https://github.com/AsteriskAmpersand/Mod3-MHW-Importer
(a complete rework ...)
The version here is just for nostalgia.
Page on Nexus-Mods: https://www.nexusmods.com/monsterhunterworld/mods/242
Beware, this version might contain editor-breaking things, stable version is always on nexusmods.
Snapshot also means that the files can change without a change of the version number itself! (but you can compare the commit-id to figure out if you are on the newest version)
Run start.bat to execute the addon.
14.01.2019:
A lot of improvements about bones/weights/uv. Also added some more folder checks. And some smaller bugfixes.
29.10.2018:
fixing start.bat-bug: space-characters inside filepath could prevent running the script. fixing weight-rounding-bug: blender uses float32, cutting some precision, after recalculation on export int-functions cutted decimal places, resulting in totally different weight-values.
21.10.2018:
Added normals on import and option for exporing normals. Changed bone model and handling, sadly still problems with downsized monsters (test with replacing poogie). Added "amatrice"-bonestructure. Setted X-Ray as default for bone-skeleton.
18.10.2018:
Fixing annoying weight bug (weight information lost on import). On faces it created a weird problem of skin moving slow with the animation itself.
Also: Restructurized code. Fixed bug with install.
14.10.2018:
Trying to remove vertex-count limit. Sadly still seems to influence UV-mappings.
03.10.2018:
Started working on weights.
Sadly there are so many different mesh types that only some of them are currently supported. ( example here )
02.10.2018:
Added a custom launcher "start.bat" for people with problems on install.
Fixed problem that happens on import of em027_00.mod3. (attention, its a big object, you might need to adjust clippings: N-Key on blender in 3d-view)
Added LOD as custom property for objects. (see: screenshoots/custom_prop.png)
01.10.2018:
Vertex-changes made to the UV-editor now get exported,too
Changed default embed mode to "Reference"
30.09.2018:
Started working on UV-Maps.
Currently it selects the first texture it finds, but the UV-map should stay the same if you switch the textures.
To switch texture manually, your object should be in edit (TAB-Key) and face-select mode (cube-icon with highlighted front), hit "a" to select all then you can switch the texture in the UV-window.
Before use check that the *.mrl3 needs to be in same folder and that the chunk path is correct!
Also fixed a bug that can happen if you import on an empty scene (doh!)
29.09.2018:
Added possibility to import objects with by their lod-level.
Added option to group objects by lod-level into the layers.
Added dropdowns for some options (instead of checkboxes) to make the selection a bit better, because some options don't work together anyway.
Added version number to the addon.
28.09.2018:
Added "Reference original data." wich is faster (but if original file is deleted/moved the project can not be exported).
Refractored some redundant code (config).
Added debug-module wich is has disabled debug output on release package (faster).
Cleaned up/structorized code.
27.09.2018:
You can now import models with "Embed original data." property on import menu.
This allows you to modify/move some vertices on it and export the same model with the modified data.(it actually only changes the vertice-section, keeping everything else as it is)
Screenshoots: