Custom Submeshes and Materials


 

1. After you import your fbx, with the script above, add and weight and all that, the important steps are renaming the submeshes.
Highlighted are my custom submeshes. The sub number should always increment, and no two submeshes should have the same number.
Underscores should also remain as the og.

 

 

 

 

Sub1 Sub 2 etc always add your submeshes with incremental numbers.

This is not confirmed but, always add your Material name same as your submesh name.

The object data name should follow the mesh count. mesh00xx Whichever is the last og submesh, add an incremental value.


 

2. When this is done clean up your project, because the material names are carried over and mdf count matters.
There should be no extra meshes, no extra materials.

After this, these are the export settings:

After it is exported, you need to import the fbx over the og mesh.

 

Use the command
-rewrite
in the advanced commands otherwise your materials and data will not be carried over.


 

3. In MDF Manager, go to file and open the .mdf file in the respective mesh folder. Sometimes you have multiple. So you will have to edit and save them all.

 

Even in your project folder, backup your original mdfs, because you need to copy over ukn values from the og, using the template.

In its current state mdf manager doesn't do it, so your edited mdf will crash your game if the ukn values aren't restored

Once you open any mdf it will look like this:

Click on the mdf tab and it will open. This will be the og mdf:

 

4. To add custom mats, you can just add another mdf and drag and drop. Go to library > Add and open a mdf that you want your materials from.

In this case, i was sure what mats to steal from what mdf, it was sunglasses, so i opened an mdf from acessories, which also has the glasses.

Expand and drag and drop the mats from left to right.

And rename, in this case i have already dragged and renamed

Same name as whatever the custom submesh material name is.

 

5. The rest is simple, you have to copy stuff from one mat to another/ reference etc. If you click on any mat you see a bunch of options, start filling them with your custom pathed/custom named textures.

 

6. Once all the pathing is done, do the same drag and drop for the remaining mdfs, but first complete one, and save, so you can re-open it under library and drag and drop from your custom mdf, instead of dragging and renaming from the other og mdf.

Once your mdf is saved, use this template with 010 to edit the mdf.

 

Ashley's face has 4 mdfs, do not duplicate one and rename, as they each refer to different textures that get called as per the game requires.

All 4 have to be edited to accommodate your custom new mats. Once you open and run the template, go to File Header > Materials.

Click and expand

You will have to open og backed up mdf as well and run the template. Then compare each mat for these 3 values. Whatever is in the original restore it in the custom edited and saved mdf from mdf manager. Do this for every material and save. For reflective transparent it is 14 2 0 But there's a glass material which is like 5 2 0 always compare with og mdf. Once it done for all your custom edited mdfs, save and pack.

The last step is a temporary workaround, if silver manages to fix the mdf manager, the 010 step will be completely irrelevant.


 

Congratulations you have reached the end of the Custom Submeshes in RE4Remake guide!