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On the top of them there may be upgrades done to the animations for instance making simple model animations include the PC animations set, like emotes and the like.
Texture Replacement Naming Information
Textures across the game will be upscaled/improved with fancymaps using the original texture names. MTR files can provide the renderhints needed (although models may be re-compiled to bake in normals).
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For best results we will always name diffuse files with _d in the filename. This is done to allow ReplaceObjectTexture and similar to work fully when MTR files are in use. The MTR file name thus will never match any texture file name.
When naming new textures for a specific purpose standards will be to try and name them after the original model name, eg a dagger part called wswdg_b_011.mdl could have a full set of textures named wswdg_b_011_d, wswdg_b_011_n, wswdg_b_011_r, wswdg_b_011_s - and a material file called m_wswdg_b_011_d.mtr for instance.
For material file usage best practice is to only have the materialname reference in cases where that has all the texture information. It stops the game checking 2 references unnecessarily and makes it clear this is only using material PBR files. You can leave out the bitmap/texture0 line.
Material files should be the location for renderhint options to keep it all in one place (in case you want to edit if it uses the full set of options or a more limited set and you specify a global specular, as per further down).
In cases where the MTR is shared and diffuse file is swapped between items, usually the m_texture.mtr name is used for the materialname and the bitmap file is the diffuse file.
| File Type | Reference | Naming Convention | Example | Notes |
|---|---|---|---|---|
| MTR | materialname | originaltexture m_modelname modelname m_texture | tcn01_glas02.mtr m_wswdg_b_011 wswdg_b_011 m_greatsword.mtr | Original texture replacements are common especially on tilesets and placeables where the original models are left otherwise untouched. m_ keeps all material files prefixed. Helps to remove clashes. However requires new models. New textures with a 1:1 mapping to the MDL (no reuse) could use the model name to keep things simple If you want full clarity you can use m_texture.mtr - this is useful also in the cases of shared MTR files |
| Diffuse | texture0 | texture_d | tcn01_glas02_d | If a PLT file this needs to be excluded from the MTR file entirely (have no texture0 line) and instead have the bitmap file in the original just be "modelname" since this is automatically done by the game (and just makes it clearer) |
| Normal | texture1 | texture_n | tcn01_glas02_n | |
| Specular | texture2 | texture_s | tcn01_glas02_s | If it's not shiny using "black" as a reference here is worthwhile (else it's potentially auto generated from the roughness) |
| Roughness | texture3 | texture_r | tcn01_glas02_r | |
| Height | texture4 | texture_h | tcn01_glas02_h | |
| Self-Illumination | texture5 | texture_i | tcn01_glas02_i |
Model Replacement and Naming Information
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