Studiomodel: Difference between revisions

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A '''Studiomodel''' is a fully compiled model that can be loaded into the Source Engine, Hammer, HLMV, etc. Although '''model''' is often used to refer to a ''studiomodel'', it is also frequently used to refer to ''uncompiled'' geometry data contained in an [[SMD]] file or any other [[model editor]] format.  A particular ''Studiomodel'' is usually specified by its ''modelname.mdl'', because the '''MDL''' file acts as an index of the other data files a Studiomodel needs in order to function (ie its MDL, PHY, VVD, VTX ''Geometry'' data and VMT ''Skins'').


A '''[[Studiomodel]]''' is a fully compiled model that can be loaded into the Source Engine, Hammer, HLMV, etc. Although '''model''' is often used to refer to a ''studiomodel'', it is also frequently used to refer to ''uncompiled'' geometry data contained in an [[SMD]] file or any other [[model editor]] format.  A particular ''Studiomodel'' is usually specified by its ''modelname.mdl'', because the '''MDL''' file acts as an index of the other data files a Studiomodel needs in order to function (ie its MDL, PHY, VVD, VTX ''Geometry'' data and VMT ''Skins'').
* {{TODO| Differences between studiomodel, [[brush]] and [[sprite]] ...}}
 
* {{TODO| Differences between [[studiomodel]], [[brush]] and [[sprite]] ...}}
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<!-- //WIP :P
* [[Model Entity|Model entities]] (as opposed to a [[Brush entities]] or [[Sprite|Sprite entities]]) specify a [[studiomodel]] for their visual representation in game. Rendering Property
* [[Model Entity|Model entities]] (as opposed to a [[Brush entities]] or [[Sprite|Sprite entities]]) specify a [[studiomodel]] for their visual representation in game. Rendering Property
* Whilst [[brush]]es and [[sprite]]s also provide renderable geometry to game entities, [[Studiomodel]]s are significantly different.
* Whilst [[brush]]es and [[sprite]]s also provide renderable geometry to game entities, [[Studiomodel]]s are significantly different.
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* The Studiomodel's Filepath and Filename, used to identify itself and its [[VTX]], [[VVD]], [[PHY]] files to the Game Engine, Hammer, etc.
* The Studiomodel's Filepath and Filename, used to identify itself and its [[VTX]], [[VVD]], [[PHY]] files to the Game Engine, Hammer, etc.
* The name of every ''material'' ([[VMT]]) file this model may use as a [[Skin]] for the Rendering Engine, Hammer Entity Properties, etc.
* The name of every ''material'' ([[VMT]]) file this model may use as a [[Skin]] for the Rendering Engine, Hammer Entity Properties, etc.
* The name of every ''sound'' WAV file used by this model, located in ...?
* The name of every ''sound'' [[WAV]] file used by this model, located in ...?
* The name of every ''bone'', ''joint'' and ''attachment'' point of this model's [[Skeleton]].
* The name of every ''bone'', ''joint'' and ''attachment'' point of this model's [[Skeleton]].
* The name of every [[Skeletal animation|Animation]] Activity, Sequence, Gesture, Posture or Library used by this model, located in ...?
* The name of every [[Skeletal animation|Animation]] Activity, Sequence, Gesture, Posture or Library used by this model, located in ...?
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=== [[VTX]] ===
=== [[VTX]] ===
("Valve Vertex") is currently found in several flavours: '''''modelname''.sw.vtx''' (Software), '''~.dx80.vtx''' (DirectX 8.0) '''~.dx90.vtx''' (DirectX 9.0) and '''~.xbox.vtx''' (XBox). Each stores Rendering data optimized for that particular GPU pipeline, including
("Valve Vertex") is currently found in several flavours: '''''modelname''.sw.vtx''' (Software), '''~.dx80.vtx''' (DirectX 8.0) '''~.dx90.vtx''' (DirectX 9.0) and '''~.xbox.vtx''' (XBox). Each stores Rendering data optimized for that particular GPU pipeline, including
* [[wikipedia:Triangle mesh|mesh strip or fan formatted]] Geometry and UV map of each [[LOD]] version of each [[Mesh]].
* [[wikipedia:Triangle mesh|mesh strip or fan formatted]] Geometry and UV map of each [[LOD]] version of each [[Mesh]].


=== [[PHY]] ===
=== [[PHY]] ===

Latest revision as of 15:06, 7 January 2024

A Studiomodel is a fully compiled model that can be loaded into the Source Engine, Hammer, HLMV, etc. Although model is often used to refer to a studiomodel, it is also frequently used to refer to uncompiled geometry data contained in an SMD file or any other model editor format. A particular Studiomodel is usually specified by its modelname.mdl, because the MDL file acts as an index of the other data files a Studiomodel needs in order to function (ie its MDL, PHY, VVD, VTX Geometry data and VMT Skins).

  • Todo:  Differences between studiomodel, brush and sprite ...

File Structure

All of a Studiomodel's Geometry and Properties Data are stored in a number of binary files under game_dir/models/, except Skin Data which is stored under game_dir/materials/models/ as VMT and VTF files. The Binaries are compiled by StudioMDL. As binaries they are neither editable nor even readable. To decompile a Studiomodel - to its more human-friendly SMD and QC files - point Crowbar, MdlDecompiler or a similar tool at the model's .mdl file. A number of uncompiled model files are provided as illuminating examples in the various subfolders of .../steamapps/<username>/sourcesdk_content/.

MDL

("Model") The modelname.mdl, contains a range of key/index information:

  • The Studiomodel's Filepath and Filename, used to identify itself and its VTX, VVD, PHY files to the Game Engine, Hammer, etc.
  • The name of every material (VMT) file this model may use as a Skin for the Rendering Engine, Hammer Entity Properties, etc.
  • The name of every sound WAV file used by this model, located in ...?
  • The name of every bone, joint and attachment point of this model's Skeleton.
  • The name of every Animation Activity, Sequence, Gesture, Posture or Library used by this model, located in ...?
  • Any $keyvalues such as propdata attributes this model may have, including
    • The name of every Gib.mdl file used by this model, located in ...?
  • etc

VVD

("Valve Vertex Data") The modelname.vvd stores position independent flat data for the

  • Renderable Mesh(es) geometry (note: the skins are in VMT files)
  • Skeletal Animation data ?

VTX

("Valve Vertex") is currently found in several flavours: modelname.sw.vtx (Software), ~.dx80.vtx (DirectX 8.0) ~.dx90.vtx (DirectX 9.0) and ~.xbox.vtx (XBox). Each stores Rendering data optimized for that particular GPU pipeline, including

PHY

("Physics") modelname.phy stores the model's (rigid or jointed) collision model data including

  • Vertex geometry and Smoothing group data, (no Texturemap used)
  • $jointconstraint configuration,
  • $mass, $volume (calculated), etc
  • all physics prop data except for propdata?

ANI

("Animation Library") An optional modelname.ani or modelname_anim.mdl is an Animation Library, containing a whole bunch of sequences for a specific Skeleton. Whilst sequences can be (and are) stored in the main MDL, external libraries are often used either to prevent the main MDL getting too bloated and/or to allow several (similar) models to share a large number of common animations. For example, a simple machine model like health_charger001.mdl has only two very simple sequences which are stored in the MDL, whereas NPC models tend to use libraries : npc_headcrab has its own npc_headcrab.ani library, and male_shared.mdl is used by at least 45 separate NPC models.

VMT

("Valve Material Type") default_skin.vmt is used to store the Skin's: