Template:Creating a MRAO map
Creating an MRAO texture
There are a couple of methods used to port PBR textures to an MRAO texture. Here are two methods known to work for Strata Source based games and also with Thexa4's PBR shader.
GIMP
First, create a new image with the same resolution as your PBR maps. Next, open your PBR maps with the "Open as Layers..." button. This will open your PBR maps as layers to the current image, and not as separate image files.
Next, navigate to Colors→Components→Compose and set the Red, Green, and Blue channels to the Metalness, Roughness, and AO layers respectively. Once you are done, export the image to a PNG or TGA file, convert it to a VTF, and then place it in the same folder as your diffuse and normalmap textures.
Next, create a blank VMT file. Copy-Paste the following text:
Change the parameters to your specified filepaths, and you are done!
PBR-2-Source
Open the program and select "PBR(<desired use>)" in the dropdown on the right. Open each texture in their respective box on the left, select which reflections you want and click "Export".
Substance Painter
If you have made your textures in Substance Painter, you can export an MRAO texture using a custom Output Template.
Create a new template by pressing the '+' next to Presets in the 'Output Presets' tab of the 'Export Textures' window and create a new 'R+G+B' output map.
Drag the Metallic input map to the R slot, the Roughness input map to the G slot, and the Ambient Occlusion Mesh Map to the B slot. When exported, this will automatically create an MRAO map.
While in this window, you may also add 2 more Output maps, one 'RGB' map for 'Normal DirectX' and one 'RGB+A' map for 'Base Color' and 'Opacity'. This way, you can export all the basic maps you'll need to make a PBR texture in one export window.