# End Of Support Notice

I am ending development of my RE Engine addons. No further updates or support will be provided.

Feel free to fork the project if you want to.

---

# PSA - Blender 5.1 is currently bugged

Blender 5.1 currently has an issue that makes importing and exporting meshes extremely slow.

Stay on Blender 5.0 or lower until this issue is fixed.

See here for details: https://projects.blender.org/blender/blender/issues/155858

---

![REMeshEditorTitle](https://github.com/NSACloud/RE-Mesh-Editor/assets/46909075/156d0b53-ff4f-43db-9a3d-9e0cbd71326e)


**V0.66 (3/20/2026) | [Planned Features](https://github.com/NSACloud/RE-Mesh-Editor/milestone/1) | [Change Log](https://github.com/NSACloud/RE-Mesh-Editor?tab=readme-ov-file#change-log)**

**BETA RELEASE, THERE MAY BE BUGS**


This addon allows for importing and exporting of RE Engine mesh and mdf2 (material) files natively in Blender.
### [Download RE Mesh Editor](https://github.com/NSACloud/RE-Mesh-Editor/archive/refs/heads/main.zip)

<img width="1888" height="945" alt="image" src="https://github.com/user-attachments/assets/3a072b6e-fa98-43d1-9fb0-34c2942c97a1" />

## Features
 - Allows for importing and exporting of RE Engine mesh files.
 - Allows for importing and exporting of RE Engine mdf2 (material) files.
 - MDF material editing from within Blender.
   
   <details>
 
    <summary>Video Preview</summary>
  
    https://github.com/user-attachments/assets/48be61bc-7c40-440f-881b-534809d3232f
   
   </details>
   
 - Preset system that allows for presets of materials to be saved and shared.
 - Supports LOD (level of detail) import and export.
 - Texture conversion tools.
 - Collection based system that allows for export with multiple mesh files in a scene.
 - Drag and drop texture conversion. (Blender 4.1 and higher)
    <details>
    <summary>Video Preview</summary>
  
    https://github.com/user-attachments/assets/da7fe4a6-b408-4269-ab33-3a52b1a71c54
   
    </details>
 - Drag and drop mesh importing. (Blender 4.1 and higher)
    <details>
    <summary>Video Preview</summary>
  
    https://github.com/user-attachments/assets/fa1ba74e-8a57-4115-b6cd-9585a2a92a21
   
   </details>
   
 - **(New in 0.58)** Batch exporting for all supported RE Engine file types.
 - **(New in 0.58)** Unpacking and repacking of mod pak files. (RE Asset Library Required)
 - **(New in 0.62)** Automatic conversion from Blender material shaders to RE Engine.
 - Additional supported file types:
  - **.fbxskel** - (Skeleton)
  - **.sfur** - (Shell Fur)
 ## Supported Games
 - **Devil May Cry 5**
 - **Resident Evil 2/3 Remake (Supports both RT and Non RT Versions)**
 - **Resident Evil 4 Remake**
 - **Resident Evil 7 Ray Tracing Version**
 - **Resident Evil 8**
 - **Resident Evil 9**
 - **Resident Evil Re:Verse** 
 - **Monster Hunter Rise**
 - **Monster Hunter Wilds**
 - **Monster Hunter Stories 3**
 - **Street Fighter 6**
 - **Dragon's Dogma 2**
 - **Kunitsu-Gami: Path of the Goddess**
 - **Dead Rising Deluxe Remaster**
 - **Onimusha 2: Samurai's Destiny**
 - **Pragmata**

 
Support for more games may be added in the future.

## Requirements
* [Blender 4.3.2 or higher](https://www.blender.org/download/)

  
**Not required but strongly recommended:**
* [RE Chain Editor](https://github.com/NSACloud/RE-Chain-Editor) - Blender addon for creation of chain files. Used to add physics to models.
* [RE Asset Library](https://github.com/NSACloud/RE-Asset-Library) - Blender addon that allows for extraction and importing of RE Engine files. Reduces the need to look up file IDs to find what you're looking for.
## Installation
Download the addon from the "Download RE Mesh Editor" link at the top or click Code > Download Zip.

**Do not download from the Releases tab.**

In Blender, go to Edit > Preferences > Addons, click the arrow in the top right of the addon menu and choose "Install From Disk".

![image](https://github.com/user-attachments/assets/49dd95c1-9a20-49d8-af55-7160d54836df)

Navigate to the downloaded zip file for this addon and click "Install Addon". 

Be sure to check the box next to RE Mesh Editor in the addons menu. The addon should then be usable.

To update this addon, navigate to Preferences > Add-ons > RE Mesh Editor and press the "Check for update" button.

## Change Log

### V0.66 - 3/20/2026
* Fixed issue where certain materials would be set to use alpha blend when they shouldn't be.
* Fixed issue where textures from DMC 5 wouldn't be loaded.

### V0.65 - 3/2/2026
* Meshlet (MPLY) model importing is now fully working. These are used for props and stage meshes. (Thanks shadowcookie)
* Added material presets for RE9.
* Fixed issue where hair color wouldn't import correctly on certain models in RE9.

### V0.64 - 2/28/2026
* Added new material presets for RE2, RE2RT, RE3, RE3RT, RE4 and RE7RT. (Thank you to Raq and Haise)
* Fixed issue where LOD distances wouldn't work correctly when exporting with multiple LODs.
* Fixed issue with addon updater where certain files wouldn't be overwritten when updating.

### V0.63 - 2/27/2026
* Fixed issue with finding textures on Linux.

### V0.62 - 2/27/2026
* Minimum required Blender version is now 4.3.2. This is due to the increased reliance on RE Asset Library.
Older Blender versions may still work but no fixes will provided if issues occur.

* Added Resident Evil 9 support.

[RE Asset Library](https://github.com/NSACloud/RE-Asset-Library) is required to use the features below:
* Added mod workspace system. This sets up a blend file for mod development and creates a folder for mod related files. The idea is to streamline the modding process to be as quick and easy as possible.
* Mod workspace related options can be accessed in the RE Mod Dev Tools panel.
* Added Convert Model To RE Engine button. This takes any model, converts it into RE Engine format and bakes it's materials for any RE Engine game. (As long as there's material presets for the game)

Note that this isn't intended to do an entire mod for you, it still has to be rigged to the RE Engine armature and any specialized texture maps have to be set up manually.

**I am working on a video tutorial for the new mesh importing workflow. I should be done with it soon hopefully.**
* Added File Tracking feature. Enabling this will watch for changes made to files in the mod output folder and copy them into the game directory automatically.
* Added Launch Game button.

* Added material presets for MH Wilds and RE4. More will be added in the future. (If you would like to contribute presets, that would be appreciated)
* Added Nullify Texture Bindings button. This sets all texture bindings on an MDF material to a corresponding null texture.
* Fixed issue where the alpha channel of mipmaps would get corrupted when converting from TGA to Tex.
* Fixed various errors that could occur when weights were set up incorrectly. A warning will be shown when weights are invalid upon mesh export.
* Fixed issue where array textures wouldn't load under certain conditions.
* Fixed issue where detail normal map layers would be incorrect if the model was rotated.
* Changed color pickers to sRGB instead of linear on Blender 5.0+.
* Minor bug fixes.
* Temporarily removed mesh and mdf export support for Pragmata. This is because RE9 and Pragmata share the same file version but have different internal structure. I'll come up with a workaround for it soon.


### V0.61 - 2/11/2026
* Added support for Monster Hunter Stories 3.
* PNG, TGA and TIF files can now be directly converted to Tex by dragging and dropping them onto the 3D view.
* Added Convert Tex to PNG option in the addon preferences. When enabled, tex files that are dragged onto the 3D view will be converted to .png instead of .dds. Disabled by default.
* When Use DDS is disabled in the addon preferences, the default file type is now .png instead of .tif.
* Added shell fur (.sfur) import and export support.
This is for editing sfur files only, shell fur effects are not viewable inside Blender yet.
* Fixed issue preventing mesh exports from working correctly in Pragmata.
* Fixed issue with extra weight buffers. 12 weights are now supported in MH Wilds and newer.
* Fixed issue where under certain circumstances, Blender could crash when importing a mesh.
* Split Sharp Edges is now enabled by default on mesh export. Note that this option only affects edges marked as sharp (blue edges). This helps preserve normals.
* Readded Solve Repeated UVs to the RE Mesh tab.
* Updated Texconv version.
* Minor bug fixes.

### V0.60 - 12/15/2025
* Added import support for the Pragmata demo. NOTE: Mesh exporting for Pragmata is not working correctly yet.
* Fixed some issues with MDF material importing on SF6 and newer.
* Added "Find and Replace" button in the MDF material texture bindings.
* Added new flags to the MDF material flags, these are only usable for SF6 or newer.
* Reworked MDF file serialization to produce files that are 100% identical to the original files.
* Fixed issue that prevented repacking array textures from working correctly.

### V0.59 - 11/12/2025
* Added support for Blender 5.0.
* Removed support for Blender versions older than 3.3. This is due to certain shader nodes not being available on older versions.

### V0.58 - 10/26/2025
* Added new "RE Batch Exporter" button under the RE Mesh tab. This allows for batch exporting of all supported file types.
* Added "Unpack Mod Pak" button in the RE Mesh tab. (Requires RE Asset Library)
* Added "Hide Material In Game" flag in the MDF material flags. Any materials with this option checked will appear invisible in game.
* Added dialog that allows the amount of weights to be specified when using "Limit Total and Normalize All".
* Fixed issue where certain MDF parameters in SF6 would be changed upon importing to Blender. They are now corrected upon export.
* Fixed issue where imported vertex groups on meshes could be assigned incorrectly on certain models.
* Temporarily disabled exporting more than 6 weights for MH Wilds due to issues with implementation.

<details>
  <summary>Older Version Change Logs</summary>

### V0.57 - 10/2/2025
* Fixed issue preventing FBXSkel exports from working.

### V0.56 - 9/9/2025
* Reverted triangulation changes from previous update as it caused issues in some cases.

### V0.55 - 8/27/2025
* Added partial MPLY (stage mesh) support.
Note that not all stage meshes are fully working yet.

For more info on current issues with stage meshes, see the issues page.

* The RE MDF tab has been renamed to RE Mesh.
* Tool panels have been reorganized.
* Added .fbxskel (skeleton) import/export support. This allows for proportional changes to armatures.
Note that certain animations and cutscenes can override the .fbxskel file's changes.
* Added "Link Armature Bones" button to the RE Mesh tab. This can be used to constrain bones from several armatures to an fbxskel armature. 
* Fixed issue where normals could become incorrect if a model was not triangulated prior to export.
* Added RE Mesh Tools panel.

The RE Toolbox addon is now deprecated, as it's functionality has been integrated in the RE Mesh tab.

Uninstalling is recommended.

### V0.54 - 8/17/2025
* Fixed issue where certain meshes using extra weights in MH Wilds couldn't be imported.
* Fixed detail normal map direction.

### V0.53 - 8/13/2025
* Added MDF updater buttons in the RE MDF tab under the RE Asset Extensions tab.
This allows for outdated MDF files to be updated with the click of a button.
RE Asset Library is required to use this feature.
Be sure to update to the latest version for both the addon and asset libraries themselves.

* Added extra weight support for MH Wilds.
This extends the allowed amount of weights on a vertex from 6 to 12.
This may also be usable on other games to extend the weight limit from 8 to 16, but for now the addon only allows MH Wilds to exceed the limit.

* Fixed issue where Import All LODs didn't work with MH Wilds.
* Fixed issue where MH Wilds would crash when a monster is slain if it's model was edited.
* Fixed material import error related to tiling.

### V0.52 - 7/15/2025
* Fixed issue where materials would fail to import if materials had previously been loaded in a blend file using an older addon version.
* Added RE Verse drag and drop tex conversion support.

### V0.51 - 6/30/2025
* Fixed issue where certain models could fail to import if bone names exceeded Blender's size limit.
* Fixed material loading issue on certain models in RE4.
* Fixed issue where the addon wouldn't work on versions before 4.3.2.

### V0.50 - 6/4/2025
* Fixed tex version for SF6 Elena update.

### V0.49 - 6/1/2025
* Fix skin material issue introduced by last update.
### V0.48 - 6/1/2025
* Added Onimusha 2 support.
* Fixed issue where having certain characters in a path could prevent files from being found.
* Added Clear Texture Cache button in the addon preferences.
* Fixed issue with slowdown in the addon preferences when the texture cache is very large.
* The texture cache size is no longer automatically checked due to performance reasons.
* The addon will warn if the texture cache path is too long and may cause issues with path lengths.
* UV map names are now corrected automatically when when applying an MDF to a mesh.

### V0.47 - 3/8/2025
* Added error handling for unsupported DDS formats.
* Fixed Linux support.

### V0.46 - 3/8/2025
* Fixed some issues with texture conversion.
* Fixed issue related to tangents.
* Other minor bug fixes.

### V0.45 - 3/7/2025
* Added Tex conversion support for Monster Hunter Wilds. (Thanks to Asterisk for assisting)

IMPORTANT: Converted textures will not work unless they are contained inside a patch pak.

You will get a black screen if textures are included in a loose file mod.

You can create a patch pak by using the "Create Patch Pak" button in the RE MDF tab in the properties panel (press N if you don't see it).

**RE Asset Library is required. If it is not installed, the button will not show up.**

**Patch paks can be installed using Fluffy Manager.**

**The latest version of RE Framework is required for patch paks to load.**

* Minor bug fixes.

### V0.44 - 2/28/2025
* Fixed issue where an error could occur when exporting a mesh from a blend file previously used to export for the MH Wilds beta.

### V0.43 - 2/28/2025
* Support for full release of Monster Hunter Wilds.
* Minor bug fixes.

### V0.42 - 2/16/2025
* Fixed issue where adding a preset material didn't work.
* Fixed issue where DD2 textures couldn't be converted.

### V0.41 - 2/14/2025
* Improved material importing for hair, skin, faces and more for MH Wilds.
* Improved automatic MDF detection for MH Wilds, more MDF files will be found automatically now.
* Minor bug fixes.

### V0.40 - 2/9/2025
* Added Linux support for converting MH Wilds textures.
* When selecting a mesh or MDF collection to export, a warning will appear if the collection is not a mesh or MDF collection.
* The file name will automatically change when the mesh or MDF collection is changed when exporting.
* Fixed issue where the selected game version would revert upon every export. (Again)
* Fixed error related to the console window on Linux.
* Fixed issue where metallic on ALBM textures didn't work.
* Fixed issue where the buttons for removing and reordering the chunk path list didn't work correctly.
* Reverted alpha clipping changes from previous update as it caused issues.

### V0.39 - 2/7/2025
* Fixed issue where the selected game version would revert to the last imported version upon every export.
* Fixed some material loading issues for SF6.
* Fixed MH Wilds player skin tone appearence.
* Fixed bounding box related error upon import.
* Added MH Wilds benchmark version import support.
* Reduced sheen values to make them appear closer to how they appear in game.
* Fixed issue where emission values were much too bright.
* Color values can now be manually set to values above 1.0.
* Removed alpha clipping from materials due to it causing issues with certain games.
* Fixed issue where unused images weren't cleared when using the "Clear Scene" import option.

### V0.38 - 1/18/2025
* Moved .mesh and .mdf2 import/export into "RE Mesh Editor" menu under File > Import/Export.
* MDF materials can now be renamed by changing the material name inside the parentheses. (The material name in the mdf settings will be updated upon export or reindexing). 
* When "Load MDF Material Data" is checked, the mesh and MDF collection will be grouped together in a collection.
* Only mesh or mdf collections will show when choosing a collection in the RE MDF tab.
* The mod directory in the RE MDF tab is now set automatically when exporting a mesh or mdf file.
* Fixed some issues with loading certain MH Wilds materials.
* Fixed issue where streaming textures would not be loaded when importing an RE7 RT mesh.

### V0.37 - 12/2/2024
* Added mesh import support for RE:Verse. 

### V0.36 - 11/28/2024
* Fixed issue with importing materials on Blender 4.3.

### V0.35 - 11/17/2024
* Default mesh import and export settings can now be configured in the addon preferences.
* Fixed some issues with MH Wilds color masks.
* Made adjustments to the MH Wilds skin shader mapping node. It's now easier to set specific skin tones.
* DD2 Shapekey vertex groups are no longer locked upon import.
* Fixed an export error that occurred when the exported armature was not inside the mesh collection.
* If an error occurs during material importing, it will notify you an error occurred.

### V0.34 - 11/14/2024
* Fixed issue that caused materials to fail to import when Blender's language was not set to English.

NOTE: For Monster Hunter Wilds, be sure to extract re_chunk_000.pak.sub_000.pak and merge it's contents with the extracted re_chunk_000.pak.

Textures will not be imported if the extracted chunk files are not merged.

### V0.33 - 11/13/2024
* Added support for Monster Hunter Wilds textures. (Thanks Ando)
NOTE: Conversion from DDS back to MH Wilds tex is not implemented yet.

UPDATE 3/7/2025: Tex conversion for MH Wilds is now supported.

### V0.32 - 11/12/2024
* Added support for secondary weights used by Dragon's Dogma 2. These weights are labeled with "SHAPEKEY_" and control the scaling of armor meshes.
* Fixed third person animation issue in Resident Evil 8 caused by incorrect symmetry indices.

### V0.31 - 11/6/2024
* Added support for Dragon's Dogma 2's new mesh version.
* Added streaming mesh support for DD2 and Street Fighter 6.
* Refactored streaming mesh implementation to fix some importing issues.

### V0.30 - 11/4/2024
* Added error messages for streaming file related issues.

### V0.29 - 11/3/2024
* Added Monster Hunter Wilds support.
  
~~MH Wilds textures are not supported yet due to file format changes. See the [issues page](https://github.com/NSACloud/RE-Mesh-Editor/issues/4) for details.~~

UPDATE: MH Wilds Textures are now supported.

* Added support for streamed meshes.
* Chunk paths are now saved automatically when importing meshes. This can be disabled in the addon preferences.
* Textures that were not imported appear red now instead of pink. This is for differentiating between textures that were once present but later moved.
* Added "Merge All New Armatures" import option. When multiple meshes are selected during import, using this option will merge all newly imported armatures into one.
* Minor bug fixes.

### V0.28 - 9/19/2024
* Fixed issue that caused Blender to crash when importing certain Dead Rising meshes.
* Minor bug fixes.
* Added license.

### V0.27 - 9/18/2024
* Added Dead Rising support.
* RE Toolbox is no longer a requirement.
* Disabled translucency shader temporarily since it doesn't work correctly.

### V0.26 - 9/14/2024
* Material importing has been improved. Imported materials now more closely resemble how they appear in game.
* MDF files will now be imported along with the mesh file, this can be disabled by unchecking "Load MDF Material Data" in the import options.
* Added drag and drop mesh importing - drag and drop a .mesh or .mdf2 file into the 3D view to import it. (Blender 4.1 and higher only)
  
https://github.com/user-attachments/assets/fa1ba74e-8a57-4115-b6cd-9585a2a92a21

* Added drag and drop tex conversion - drag and drop a .tex or .dds file into the 3D view to convert it. (Blender 4.1 and higher only)


https://github.com/user-attachments/assets/cf99e5f2-2aa6-4a6f-b170-1e5beb3bcec4

* Changes made to certain MDF material properties now reflect in Blender. MDF properties that have a wrench icon next to them are previewable.

https://github.com/user-attachments/assets/48be61bc-7c40-440f-881b-534809d3232f

* Blender 4.2 and above now cache textures as DDS files instead of TIF. This massively decreases material importing time. (Approximately 6x faster)
* Extended max vertex limit per sub mesh from 65535 to 4294967295.

* Added support for conversion of array textures. (Tex files that have multiple images inside them)
* The console is now opened when importing or exporting mesh files. This can be disabled in the addon preferences.
* When an exported mesh has errors that prevent export, a window will pop up explaining what's wrong with the mesh and how to fix it.
* NRRT/NRRC normal maps are now displayed correctly.
* Fixed issue where certain textures didn't convert correctly.
* Many minor bug fixes


### V0.25 - 7/26/2024
* Fixed issue where Blender could give out of bound vertex group indices and cause an error.

### V0.24 - 7/26/2024
* Fixed issue where BaseTwoSideEnable was missing in the UI for MDF flags.

### V0.23 - 7/22/2024
* Fixed mesh triangulation being disabled after previous update.

### V0.22 - 7/21/2024
* Fixed mesh export issue where if vertex weights were below a certain amount, the vertices would snap to the world origin in game.

### V0.21 - 7/12/2024
* Exported meshes are triangulated automatically. This does not alter meshes in the scene, it only affects the exported mesh file.

### V0.20 - 7/11/2024
* Fixed issue where MDFs using render targets (rtex) didn't export correctly.
* Fixed issue with mesh export that caused an error on specific system configurations. 

### V0.19 - 7/6/2024
* Fixed error with "Apply Active MDF" button.

### V0.18 - 7/5/2024
* Added support for Dragon's Dogma 2, Devil May Cry 5, Kunitsu-Gami, Resident Evil 2/3 Non RT, and Resident Evil 7 RT.
* Added support for GPU Buffer data used in DD2 MDF files.
* LOD collections are no longer created upon import if "Import All LODs" is unchecked.
* Fixed issue where the exported local bone matrix was incorrect.

### V0.17 - 6/16/2024
* Fixed issue where the preserve bone matrices export option didn't work. 

### V0.16 - 6/14/2024
* Fixed issue where low influence weights would be weighted incorrectly upon export.
* Fixed issue where some single weight meshes wouldn't import with weights

### V0.15 - 6/5/2024
* Fixed issue where exported mesh weights would be incorrect due to rounding issues.

### V0.14 - 5/28/2024
* Fixed issue with importing armatures from mesh files exported with Noesis.

### V0.13 - 5/27/2024
* Bone length of imported armatures is now determined by the area of bone weights. This makes areas with closely grouped bones such as faces look less cluttered. This is purely visual and does not affect export.
* Fixed issue where MDF exporting didn't work correctly for Street Fighter 6.
* Fixed issue where exporting an MDF for SF6 didn't check for material mismatches with the mesh.
* Added MMTRS data importing for MDF files. This is only used with SF6.
* Added more unknown values to the flags section of the MDF material flags.
* Fixed issue where texture files in the addon folder will be backed up when the addon is updated.

### V0.12 - 5/21/2024

* Fixed issue with importing SF6 meshes from the latest update.

### V0.11 - 5/20/2024

* Auto Solve Repeated UVs and Split Sharp Edges no longer modifies the meshes in the scene. The changes will only be applied on the exported mesh.
* Split Sharp Edges export option now requires RE Toolbox.
* Fixed issue where merging armatures didn't work correctly.
* Fixed issue where exporting an MDF with more than one mesh collection in a scene could cause warnings about mismatched materials.
* Fixed issue causing some meshes in RE3 to not be importable.


## V0.10 - 5/4/2024

* Fixed issue where exported tangents were incorrect.
* Fixed issue where an error message didn't show for having no meshes in the exported collection.

### V0.9 - 5/3/2024

* Fixed error that could occur when loose geometry was present when exporting.
* Rotation is now applied on imported objects when Y to Z up is enabled (Rotation is now (0,0,0) instead of (0,90,0). Previously imported meshes will still work correctly on export.
* Textures will no longer be repeatedly try to be loaded if an error occurs during attempting to import them.

### V0.8 - 4/29/2024

* Fixed issue causing UV2 to not export correctly.
* Fixed issue where split normals didn't export correctly.
* Fixed issue where a new collection would not be created when importing a mesh with the same name as an existing mesh.
* Fixed issue where a mesh collection would be assigned in the mesh export options even if it didn't exist.
* Replaced "Add Edge Split Modifier" with "Split Sharp Edges" in the mesh export options. Now disabled by default.
* Added tool tips to the chunk path buttons in the addon preferences.

NOTE: RE Toolbox has also been updated. Be sure to update it as well as it contains important fixes to "Solve Repeated UVs".

### V0.7 - 4/28/2024

* Fixed issue where group IDs would be lost upon export if "Import All LODs" was disabled.

### V0.6 - 4/28/2024

* Beta initial release.

 </details>


## Usage Guide

Video guide coming soon. Images will be added to the text guide once the video is done.

[Written Model Importing Guide (WIP)](https://github.com/Modding-Haven/REEngine-Modding-Documentation/wiki/Custom-Model-Importing-Guide)

Click the link above for a full written walkthrough of importing a custom model into an RE Engine game.

Note that the guide is currently a work in progress and is not yet complete.

For a short version of the guide, see below.

<details>
  <summary>TLDR Model Importing Guide</summary>


1. Find the mesh you want to replace inside the extracted .pak files.
2. Create a folder for your mod, then recreate the folder structure leading to the mesh file inside your mod folder starting from the "natives" folder.
3. Import the mesh file from File > Import > RE Mesh. Use the default import settings.
4. Import the model you want to replace it with.
5. Pose your model and rig it to the armature from the imported mesh file.
6. Separate your model by material (Ctrl P > Material) so that every mesh only has one material.
7. Move your meshes into the red .mesh collection either by dragging them onto it in the outliner, or pressing M (Move To Collection).
8. Rename your meshes to the same naming format as the imported mesh. (Example: Group_0_Sub_0__**MaterialName**)
9. Import the .mdf2 file that was alongside the .mesh file.
10. Rename the mdf material objects to your new material names in Object Properties > RE MDF Material Settings > Material Name
11. Change the texture bindings in the RE MDF Material settings to new paths for any textures you want to change.
12. Duplicate or add material presets if necessary. **NOTE: The names and amount of materials in the mdf must match the mesh file or you will get either an invisible model or a checkerboard texture in game.**
13. Open your textures in Photoshop or any image editor with full .dds saving support. (Not Gimp) Install the [Intel DDS Plugin](https://www.intel.com/content/www/us/en/developer/articles/tool/intel-texture-works-plugin.html) if using Photoshop.
14. Adjust the color channels of your textures so that they match the corresponding RE Engine texture's color channel layout.
15. Save edited textures to their own folder as a .dds file. For the compression settings, use BC7 sRGB if it's an albedo/color map or BC7 Linear if it's anything else.
16. In the RE MDF tab on the sidebar, set the Mod Directory to the natives\STM\ folder inside your mod folder.
17. Set the image directory to the directory containing the .dds files you saved.
18. Press "Convert Directory to Tex", then press "Copy Converted Tex Files". The tex files will be placed at whatever path you set them to be in the MDF material.
19. To test the textures, press "Apply Active MDF". Check the console (Window > Toggle System Console) and make sure that there's no warnings about the textures that you created.
20. (Optional) Add bones to the armature to be used as physics bones. Create chains using RE Chain Editor.
21. Export from File > Export > RE Mesh/MDF and put them in the mod folder at their original chunk path.
22. Install the mod folder using Fluffy Manager or use FirstNatives.

 </details>

## FAQ / Troubleshooting
* **The model has a checkerboard texture or is invisible in game.**

The material names or amount of materials in the mesh and MDF file do not match.
* **The game infinitely loads when the model is loaded.**
  
A texture is not at the path set in the MDF. Or you may be using an outdated .mdf2, .pfb, or .user file in your mod. Make sure that you extracted from the most recent patch pak file.
* **The model is stuck in a T pose**
  
The mesh is not rigged to the armature correctly. Check the the mesh moves along with the armature in pose mode. Also check that the armature is inside the mesh collection.
* **The material looks bugged in game**
  
You may be using an outdated .mdf2 file, be sure to extract from the latest patch pak as materials can change upon updates.

**For additional help, go here:**

[RE Engine Modding Wiki](https://github.com/Havens-Night/REEngine-Modding-Documentation)

[Monster Hunter Modding Discord](https://discord.gg/gJwMdhK)

[Haven's Night Discord](https://discord.gg/modding-haven-718224210270617702)

## Credits

- [Ando](https://github.com/Andoryuuta) - Solving the compression format for MH Wilds textures.
- [AsteriskAmpersand](https://github.com/AsteriskAmpersand) - Mesh format research and tex conversion code
- [AlphaZomega](https://github.com/alphazolam/) - RE Mesh 010 Template and Noesis plugin
- [CG Cookie](https://github.com/CGCookie) - Addon updater module
- [matyalatte](https://github.com/matyalatte/Texconv-Custom-DLL) - DirectX Texconv DLL library
- [PittRBM](https://x.com/wDnrbm) - NRRT texture node setup
- Ridog - NRRT normal conversion code used as reference
