The Slate Material Editor is a material editor interface that uses nodes and wiring to graphically display the structure of materials while you design and edit them. It is an alternative to the Compact Material Editor.
- Main Toolbar > (Material Editor): Slate
- Standard menu: Rendering menu > Material Editor > Slate Material Editor
- Enhanced menu: Materials menu > Create/Edit Materials > Slate Material Editor
In general, the Slate interface is more versatile when you are designing materials, while the Compact interface is more convenient when you just need to apply materials that have already been designed.
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Interface
The Slate interface is a graphical interface with several elements. Most prominent are the Material/Map Browser, where you can browse for materials, maps, and base material and map types; the active View, where you can combine materials and maps; and the Parameter Editor, where you can change material and map settings.
1. Menu bar
2. Toolbar
3. Material/Map Browser
4. Status
5. Active View
6. View navigation
7. Parameter Editor
8. Navigator
The main visual elements of this interface are where you do most of your work.
- Material/Map BrowserThis panel shows the Material/Map Browser. To edit a material, drag it from the Material/Map Browser panel to the View. To create a new material or map, drag it from the Materials group or the Maps group. You can also double-click a Material/Map Browser entry to add that material or map to the active View.
- Active ViewThe active View is where you construct material trees by wiring maps or controllers to material components. See Material and Map Nodes in the Active View.You can create a number of Views for the materials in your scene, and choose the active View from among them. See Creating and Managing Named Views.
- Parameter EditorThe Parameter Editor is where you adjust detailed settings for maps and materials. See The Parameter Editor: Changing Material and Map Settings.
Floating or Docking Slate Material Editor Windows
You can float Slate Material Editor windows, except for the View.
To float a window such as the Material/Map Browser, Navigator, or Parameter Editor:
- Drag the window’s title bar away from the window’s default location, or simply double-click the title bar.
To dock a floating window in its default location:
- Double-click the window’s title bar. 3ds Max docks the window back in its default location, as shown in the illustration above.
By default, each Preview window opens as a floating window. When you dock a Preview window, it docks at the upper left of the Slate Material Editor dialog.
Custom Configuration Files
When you customize the Slate Material Editor interface, changes persist between sessions of 3ds Max.
Material/Map Browser interface files have a MPL file name extension; for example, our_mental_ray_layout.mpl. You can save and restore Material/Map Browser layouts by using Material/Map Browser Options menu Additional Options Load Layout or Save Layout As. This submenu also has a Reset Material/Map Browser option that restores the default layout and appearance of the Browser.
Slate Material Editor layout is saved in the file docking.cfg.
These files are saved in the application data folder; for example, users<username>appdatalocalautodesk3dsmax2012 - 64bitenusme.
Note: The rendering in a Preview window does not remain valid between sessions of 3ds Max, or when you open a new scene.
Procedure
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To view the Slate Material Editor:
- On the main toolbar, click (Material Editor): Slate, or press M. If the Compact Material Editor button is visible, you need to open the flyout (click and hold) to access the Slate Material Editor button. Or you can just open the Compact Material Editor and then choose Slate Material Editor from the Modes menu.
- Material and Map Nodes in the Active View
When you edit materials and maps, these appear in the active View as “nodes” that you can wire together. - Controller Nodes
In addition to materials and maps, the Material/Map Browser panel has entries for controllers, allowing you to animate materials. - The Parameter Editor: Changing Material and Map Settings
Materials and maps have various parameters you can adjust. To see the parameters for a material or a map, double-click the node. The parameters appear in the Parameter Editor. - Views in the Slate Material Editor
The active View is the main portion of the Slate Material Editor interface. It is where you create material, map, and shader trees by wiring together material, map or shader, and controller nodes. For instructions, see Material and Map Nodes in the Active View. - Slate Material Editor Menu Bar
The Slate Material Editor menu bar contains menus with various choices for creating and managing the materials in your scene. - Slate Material Editor Toolbar
The Slate Material Editor toolbar gives quick access to a number of commands. Some of the commands are also available from the Slate Material Editor menus. The toolbar also has a drop-down list that lets you choose among named Views.
A simple convoy editor for Fire Emblem Awakening and Fire Emblem Fates' save files.
- A way to extract a decrypted save file, like homebrewor custom firmware (CFW).
- ALWAYS BACKUP YOUR SAVE!!!. I'm not responsible if you lost your save during editingprocess.
- By using this software, you also have to accept the risk of being shadowbanned (by overforging your weapons and use enemy-only / unreleased items). As long as your items is legal(which means they can be obtained in legal ways), you should be fine.
- Some DLC items will not work if you don't have certain DLC installed. List of DLC items:Pebble, Hero's Brand, Exalt's Brand, Fell Brand, First Blood, Vanguard Brand,Heavy Blade, Veteran Intuition, Aether, Warp.
- You can edit any weapon's forge level in Uses column (Fire Emblem Fates only).
- There's no need to recompress your save file after editing.
- If you've found any bugs, just open the issue here. Pull requests are welcome!
- Extract your save file using your favorite 3DS save tool.
- Copy that save from your 3DS to your PC.
- Run this software.
- Click Open, then choose a 'Chapter*' file from the extracted save.
- Edit the items.
- Click Save button after editing. Your save file will be automatically compressed.
- Copy the compressed save to your 3DS.
- Import your save back into the game.
- Huffman by CUE is licensed under GPL v3.
- Both FEAST (had some of the source code that thissoftware borrowed from) and Fire Emblem 3DS Convoy Editor are licensed under GPL v2.
- SciresM and CUE for Fire Emblem Awakening Save Tool.