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[[Image:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[XSI Mod Tool]].]]
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[[File:Xsimodtool-workspace.jpg|thumb|A model being edited in the [[Softimage Mod Tool]].]]
{{modernConfusion|BSP brushes are also [[binary space partitioning|compiled into models]]; these are internally referred to as [[bmodel]]s.}}
A '''3D model''' (hereinafter referred to as the "model") is a collection of [[Wikipedia:Point (geometry)|points]], or vertices, that form a 3D shape known as a [[mesh]]. The gaps between the points are usually filled with [[Wikipedia:Polygon (computer graphics)|polygons]], and these polygons are usually covered with a [[material]].


'''World Models''' are used in Hammer as ''pre-compiled'' world objects, as opposed to [[Brushes]] which are compiled during the map compile ([[vbsp|VBSP]]). Hammer cannot edit Models; it can only ''place'' them in a map, by tying them to entities such as prop_static, prop_physics, prop_dynamic, etc. npc_type, weapon_type and item_type entities usually use preset worldmodels (to ensure recognisable consistency in game).
Models are used for almost every 3D object in Source that isn't a part of a map's underlying [[brush]] geometry. [[NPC]]s, physics objects, guns, and sometimes even buildings are all models.


'''View Models''' are specially animated and optimised models used for "player usable" weapons and hand tools.
Models are created in external modelling packages that are not part of the Source SDK. Valve currently uses [[Maya]], but there are [[Exporting a model|other options]]. The SDK tool [[studiomdl]] is used to [[Compiling a model|compile]] files exported from a modelling package into the binary {{ext|mdl|2}} format that Source understands.


Valve's Source Models were created and edited with [[XSI Mod Tool]], which, although not bundled with the [[Source SDK]] tools, is free to download from [[XSI Mod Tool|XSI's website]]. Other [[model editor]]s that can export models in [[SMD]] format can also be used to work with Source Models. (See [[Compiling Models]].)
To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are {{ent|prop_static}}, {{ent|prop_physics}}, and {{ent|prop_dynamic}}.


== Why use a model? ==
== Why use a model? ==
[[File:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of models.]]


[[Image:Citadel.jpg|thumb|A [[Half-Life 2]] scene consisting entirely of different models.]]
; Detail
: A model can have many, many times more vertices than a brush. [[LOD Models|Level of detail]] allows the detail to be toned down when it is too far away to be appreciated, improving performance.
; [[Skeletal animation|Skeleton]] and [[Flex animation|vertex]] animation
: Detailed and lifelike animation can be achieved with a model. Walking, talking, running, jumping!
; Dynamism
: Unless specifically made to behave otherwise, a model's position, lighting and animation are all completely dynamic. They can go anywhere and do anything.
; Replication
: Every instance of a model is guaranteed to look the same, and you can change all of them at once by modifying one small set of files.


;Detail
== Console commands ==
:The concentration of vertexes on a model is many, many times higher than on a world [[brush]].
; {{cmd|r_flushlod}}
;[[Skeletal animation]]
: Reload all models from disc.
:Detailed, efficient, believable animation can be achieved with a model. Walking, talking, running, jumping!
; {{cmd|r_drawmodelstatsoverlay|<1/0>}}
;Dynamism
: Print the name of the model under the crosshair to the screen.
:Unless specifically made to behave otherwise, a model's position, lighting, state and motion are all completely dynamic. They can go anywhere and do anything.


== See also ==
== See also ==
* {{ent|prop_static}}, {{ent|prop_dynamic}} and {{ent|prop_physics}}
* [[Viewmodel]]
* [[:Category:World Models]]
* [[Model Viewer|Half-Life Model Viewer]]
* [[Anatomy of a Model]]
* [[Model Creation Overview]]
* <code>[[:Category:CBaseAnimating|CBaseAnimating]]</code>
* [[Prop Download Sites]]
* [[:Category:Modeling]]
* [[MDL]] (Model file formats)
[[Category:Glossary]]
[[Category:Level Design]]
[[Category:Modeling]]


*[[:Category:World Models]]
*[[Model Viewer|Half-Life Model Viewer]]
*[[:Category:Modeling]]
*[[MDL]] (Source Model file format)


 
{{stub}}
[[Category:Level Design]]
[[Category:Glossary]]

Latest revision as of 16:10, 13 December 2024

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A model being edited in the Softimage Mod Tool.
Warning.pngRisk of Confusion:BSP brushes are also compiled into models; these are internally referred to as bmodels.

A 3D model (hereinafter referred to as the "model") is a collection of points, or vertices, that form a 3D shape known as a mesh. The gaps between the points are usually filled with polygons, and these polygons are usually covered with a material.

Models are used for almost every 3D object in Source that isn't a part of a map's underlying brush geometry. NPCs, physics objects, guns, and sometimes even buildings are all models.

Models are created in external modelling packages that are not part of the Source SDK. Valve currently uses Maya, but there are other options. The SDK tool studiomdl is used to compile files exported from a modelling package into the binary mdl format that Source understands.

To ensure consistency an entity will normally choose its own world model; the three main exceptions to this are prop_static, prop_physics, and prop_dynamic.

Why use a model?

A Half-Life 2 scene consisting entirely of models.
Detail
A model can have many, many times more vertices than a brush. Level of detail allows the detail to be toned down when it is too far away to be appreciated, improving performance.
Skeleton and vertex animation
Detailed and lifelike animation can be achieved with a model. Walking, talking, running, jumping!
Dynamism
Unless specifically made to behave otherwise, a model's position, lighting and animation are all completely dynamic. They can go anywhere and do anything.
Replication
Every instance of a model is guaranteed to look the same, and you can change all of them at once by modifying one small set of files.

Console commands

r_flushlod
Reload all models from disc.
r_drawmodelstatsoverlay <1/0>
Print the name of the model under the crosshair to the screen.

See also


Stub

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