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[Tutorial] Ripping Guide for Animal Crossing New Horizons
#30
I think I have some, if not, most of the texture maps figured out... I looked into them for a bit.

- _Alb -> Diffuse/Base Color
  • RGB Channels - Diffuse
  • Alpha - Specular
- _AlbGry -> Gray-scaled Diffuse/Base Color
- _OP -> Alpha


- _Nrm -> Normal

- _Mix -> Mask
  • Red Channel -> Cavity
  • Green Channel -> Roughness
  • Blue Channel -> Ambient Occlusion
- _Mtl -> Metalness

- _Emi -> Emission

Some notes...
- I thought _Mix would be a bit of a stretch for specular. It looked like it was used for masking. (I used some Smash Ultimate textures as reference.)
  • Also, I assumed that the red channel was metalness, before I saw some dedicated _Mtl files.
    I realized then that cavity maps weren't in the normal's alpha, like Ultimate's, but instead said red channel.

  • Yes, that does mean _AlbGry isn't metalness.
- _Nrm and _Mix have white alphas, sometimes. I'm not too sure of what they do in this game...
- _Nrm zero their blue channels despite having data for them.
  • This is also the case for _Mix, but for their green channels (sometimes).
I just wanted to provide some sort of reference for said textures, and correct @Username123
Though I might be wrong as well... I just had a hunch for some of the texture maps he listed since I didn't look into some of them, yet.

(I was using Switch Toolbox to see about these textures, btw.)

EDIT: I used Blathers (NpcSpOwl) as a reference for the above on texture maps.
This, apparently, doesn’t apply to every model. Probably other special NPC models have this scheme, but I don’t know...
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Messages In This Thread
RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - by thezebradude1 - 04-28-2020, 02:36 AM
How to fit the animation in NPC? - by chomil96 - 12-07-2021, 03:37 AM

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