StudioMDL (Source): Difference between revisions
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Tip:The name "studio" is a throwback to the development of
Half-Life, during which Valve used 3D Studio Max to create their models.
Bug: Attempting to use Studiomdl or a shortcut of it pinned to the taskbar in Windows 8 will result in an invalid target path, even when
Note:While FBX does technically seem to support flex animations, an SMD file is required to generate the VTA file, making the use of an FBX file for flexes redundant.
(Specified/Corrected CS:GO's level of support for FBX) |
Kestrelguy (talk | contribs) m (updated language bar.) |
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{{ | {{lang|Studiomdl}} | ||
:''For a guide to studiomdl's usage, see [[Compiling a model]].'' | :''For a guide to studiomdl's usage, see [[Compiling a model]].'' | ||
{{toc-right}} | {{toc-right}} | ||
'''Studiomdl''' is the [[command-line]] tool used to compile [[model]]s from intermediate formats exported from modeling packages to the binary .mdl format that is read by the Source engine. | '''Studiomdl''' is the [[command-line]] tool used to compile [[model]]s from intermediate formats exported from modeling packages to the binary .mdl format that is read by the Source engine. | ||
It can be found at <code> | It can be found at <code>common\<gamename>\<gamefolder>\bin\studiomdl.exe</code>. | ||
{{tip|The name "studio" is a throwback to the development of | {{tip|The name "studio" is a throwback to the development of {{hl|2}}, during which Valve used [[3D Studio Max]] to create their models.}} | ||
{{bug| Attempting to use Studiomdl or a shortcut of it pinned to the taskbar in Windows 8 will result in an invalid target path even when -game and an associated path | {{bug| Attempting to use Studiomdl or a shortcut of it pinned to the taskbar in Windows 8 will result in an invalid target path, even when <code>-game</code> and an associated path are specified. Using a shortcut on the desktop, however, still works. This is an issue on Microsoft's end, unfortunately.}} | ||
== Parameters == | == Parameters == | ||
The only parameter required is a [[QC|QC file]]. Any others must come ''before'' it. | |||
The only parameter required is a [[ | |||
studiomdl [options] <path\QC> | studiomdl [options] <path\QC> | ||
=== General === | === General === | ||
;<code>-game <gamedir></code> | ;<code>-game <gamedir></code> | ||
:Override the VProject game path. | :Override the VProject game path. | ||
;<code>-quiet</code> | ;<code>-quiet</code> | ||
:Suppresses | :Suppresses ''some'' console output, such as spewing the searchpaths. | ||
;<code>-x360</code> | ;<code>-x360</code> | ||
:Enable Xbox 360 output, overriding the | :Enable Xbox 360 output, overriding the {{ent|Gameinfo.txt}} | ||
;<code>-nox360</code> | ;<code>-nox360</code> | ||
:Disable Xbox 360 output, overriding the | :Disable Xbox 360 output, overriding the <code>Gameinfo.txt</code> | ||
;<code>-nowarnings</code> | ;<code>-nowarnings</code> | ||
:Disable warnings. | :Disable warnings. | ||
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=== Animation === | === Animation === | ||
; <code>-definebones</code> | ; <code>-definebones</code> | ||
: See | : See {{ent|$definebone}}. | ||
; <code>-printbones</code> | ; <code>-printbones</code> | ||
: Writes extra bone info to the console. | : Writes extra bone info to the console. | ||
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: {{Todo|Appears to dump xnode data for each node?}} | : {{Todo|Appears to dump xnode data for each node?}} | ||
; <code>-overridedefinebones</code> | ; <code>-overridedefinebones</code> | ||
: Equivalent to specifying | : Equivalent to specifying {{ent|$unlockdefinebones}} in QC. | ||
; <code>-checklengths</code> | ; <code>-checklengths</code> | ||
: Prints engine-ready keyframe data for each animation. | : Prints engine-ready keyframe data for each animation. | ||
=== Performance === | === Performance === | ||
; <code>-fastbuild</code> | ; <code>-fastbuild</code> | ||
: Skip processing DX7, DX8, X360, and software VTX variants (use .dx90.vtx only). This speeds up compiling. | : Skip processing DX7, DX8, X360, and software VTX variants (use <code>.dx90.vtx</code> only). This speeds up compiling. | ||
; <code>-preview</code> | ; <code>-preview</code> | ||
: Skip splitting quads into tris. This changes the rendering flags for the model, most likely resulting in slower performance or buggier rendering in-engine. | : Skip splitting quads into tris. This changes the rendering flags for the model, most likely resulting in slower performance or buggier rendering in-engine. | ||
; <code>-fullcollide</code> | ; <code>-fullcollide</code> {{src06|only}} | ||
: Don't truncate really big [[collision mesh]]es | : Don't truncate really big [[collision mesh]]es {{src07|since|addtext=, use {{ent|$maxconvexpieces}}}}. | ||
; <code>-striplods</code> | ; <code>-striplods</code> | ||
: Ignore all | : Ignore all {{ent|$lod}} commands. | ||
;<code>-minlod <lod></code> | ;<code>-minlod <lod></code> | ||
:Throw away data from LODs above the given one (see | :Throw away data from LODs above the given one (see {{ent|$minlod}}). | ||
;<code>-mdlreport <path\model.mdl></code> | ;<code>-mdlreport <path\model.mdl></code> | ||
:Report performance info for an already-compiled model. A QC file is not needed when using this command. | :Report performance info for an already-compiled model. A QC file is not needed when using this command. | ||
;<code>-perf <path\model.mdl></code> | ;<code>-perf <path\model.mdl></code> | ||
:Same as | :Same as <code>-mdlreport</code>. | ||
;<code>-mdlreportspreadsheet</code> | ;<code>-mdlreportspreadsheet</code> | ||
:Report performance info, per LOD, as a comma-delimited spreadsheet. It will appear in the form: | :Report performance info, per-LOD, as a comma-delimited spreadsheet. It will appear in the form: | ||
:<source>Path to VTX, VTX file extension, LOD number (1 is the root lod), tri count, number of batches rendered, number of materials used </source> | :<source>Path to VTX, VTX file extension, LOD number (1 is the root lod), tri count, number of batches rendered, number of materials used </source> | ||
:'''Must be used with -mdlreport or -perf!''' {{Note|It doesn't actually | :'''Must be used with -mdlreport or -perf!''' {{Note|It doesn't actually ''write'' a spreadsheet to disk.}} | ||
=== Debug === | === Debug === | ||
;<code>-d</code> | ;<code>-d</code> | ||
:Dumps various [[glview]] files (10 per LOD per VTX file), | :Dumps various [[glview]] files (10 per LOD per VTX file), | ||
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=== Other === | === Other === | ||
;<code>-nop4</code> | ;<code>-nop4</code> | ||
:Disables Valve's Perforce integration. Unless you actually have Perforce set up for your game/mod (a highly unlikely scenario), you should use this. | :Disables Valve's Perforce integration. Unless you actually have Perforce set up for your game/mod (a highly unlikely scenario), you should use this. | ||
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;<code>-a <normal_blend_angle></code> | ;<code>-a <normal_blend_angle></code> | ||
:Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes. | :Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes. | ||
;<code>-f</code> | ;<code>-f</code> {{src07|removed}} | ||
:Flip all triangles. | :Flip all triangles. | ||
:{{bug|Does not work in | :{{bug|Does not work in Orange Box and later builds of Studiomdl. You can achieve the same behavior with {{ent|$body}}, however.}} | ||
;<code>-vsi <path\[QC|MDL]></code> | ;<code>-vsi <path\[QC|MDL]></code> | ||
:Generates a [[VSI]] file from a [[QC]] or [[MDL]]. | :Generates a [[VSI]] file from a [[QC]] or [[MDL]]. | ||
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=== Nonfunctional === | === Nonfunctional === | ||
;<code>-r</code> | ;<code>-r</code> | ||
:"Tag reversed". | :"Tag reversed". | ||
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== Input Files == | == Input Files == | ||
StudioMDL supports a range of input formats. These include [[Studiomdl Data|SMD]], [[DMX model|DMX]], and [[OBJ]] for reference meshes and [[VTA]] files for vertex and flex animation. {{csgo}} | StudioMDL supports a range of input formats. These include [[Studiomdl Data|SMD]], [[DMX model|DMX]], and [[OBJ]] for reference meshes and [[VTA]] files for vertex and flex animation. {{csgo|2}} also supports [[FBX]], but with limited functionality. [[Flex_animation|Flexes]] are not directly supported, nor are FBX sequences, however an SMD/DMX sequence can be used on an FBX model. | ||
{{note|While FBX does technically seem to support flex animations, an SMD file is required to generate the VTA file, making the use of an FBX file for flexes redundant.}} | {{note|While FBX does technically seem to support flex animations, an SMD file is required to generate the VTA file, making the use of an FBX file for flexes redundant.}} | ||
== Output files == | == Output files == | ||
;<code>mymodel.mdl</code> | ;<code>mymodel.mdl</code> | ||
:[[Skeleton]], animations, bounding/hit boxes, surface materials, [[LOD]] | :[[Skeleton]], animations, bounding/hit boxes, surface materials, [[LOD]] index… | ||
;<code>mymodel.sw.vtx</code> | ;<code>mymodel.sw.vtx</code> | ||
;<code>mymodel.360.vtx</code> | ;<code>mymodel.360.vtx</code> | ||
;<code>mymodel.dx80.vtx</code> | ;<code>mymodel.dx80.vtx</code> | ||
;<code>mymodel.dx90.vtx</code> | ;<code>mymodel.dx90.vtx</code> | ||
:Vertex data optimised for software rendering, XBox 360, DirectX 7, 8 and 9 respectively. {{Note|.360.vtx files are just byteswapped .dx90.vtx files.}} | :Vertex data optimised for software rendering, XBox 360, DirectX 7, 8 and 9 respectively. {{Note|<code>.360.vtx</code> files are just byteswapped <code>.dx90.vtx</code> files.}} | ||
;<code>mymodel.vvd</code> | ;<code>mymodel.vvd</code> | ||
:Remaining hardware-agnostic vertex data, including the [[UV map]] | :Remaining hardware-agnostic vertex data, including the [[UV map]] | ||
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:Collision mesh data | :Collision mesh data | ||
== See | == See Also == | ||
* [[Compiling a model#Common errors|Common Studiomdl errors]] | |||
* [[Compiling a model# | |||
* [[Crowbar]], a popular graphical interface for studiomdl which also supports model decompiling and other advanced features. | * [[Crowbar]], a popular graphical interface for studiomdl which also supports model decompiling and other advanced features. | ||
* [[Studiocompiler]], a graphical interface for studiomdl | * [[Studiocompiler]], a graphical interface for studiomdl | ||
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* [[Source Model Compiler]], a web based model compiler and QC generator. | * [[Source Model Compiler]], a web based model compiler and QC generator. | ||
* [https://gamebanana.com/tuts/12511 Fixing the 5% Weight Bone Link Cull], for SFM | * [https://gamebanana.com/tuts/12511 Fixing the 5% Weight Bone Link Cull], for SFM | ||
{{SDKTools}}[[Category:Modeling]] | |||
{{SDKTools}} | |||
[[Category:Modeling]] |
Revision as of 09:59, 10 May 2022
- For a guide to studiomdl's usage, see Compiling a model.
Studiomdl is the command-line tool used to compile models from intermediate formats exported from modeling packages to the binary .mdl format that is read by the Source engine.
It can be found at common\<gamename>\<gamefolder>\bin\studiomdl.exe
.



-game
and an associated path are specified. Using a shortcut on the desktop, however, still works. This is an issue on Microsoft's end, unfortunately. [todo tested in ?]Parameters
The only parameter required is a QC file. Any others must come before it.
studiomdl [options] <path\QC>
General
-game <gamedir>
- Override the VProject game path.
-quiet
- Suppresses some console output, such as spewing the searchpaths.
-x360
- Enable Xbox 360 output, overriding the Gameinfo.txt
-nox360
- Disable Xbox 360 output, overriding the
Gameinfo.txt
-nowarnings
- Disable warnings.
-maxwarnings <int>
- Print no more than the specified number of warnings.
Animation
-definebones
- See $definebone.
-printbones
- Writes extra bone info to the console.
-printgraph
- Todo: Appears to dump xnode data for each node?
-overridedefinebones
- Equivalent to specifying $unlockdefinebones in QC.
-checklengths
- Prints engine-ready keyframe data for each animation.
Performance
-fastbuild
- Skip processing DX7, DX8, X360, and software VTX variants (use
.dx90.vtx
only). This speeds up compiling. -preview
- Skip splitting quads into tris. This changes the rendering flags for the model, most likely resulting in slower performance or buggier rendering in-engine.
-fullcollide
(only in)
- Don't truncate really big collision meshes (in all games since
, use $maxconvexpieces).
-striplods
- Ignore all $lod commands.
-minlod <lod>
- Throw away data from LODs above the given one (see $minlod).
-mdlreport <path\model.mdl>
- Report performance info for an already-compiled model. A QC file is not needed when using this command.
-perf <path\model.mdl>
- Same as
-mdlreport
. -mdlreportspreadsheet
- Report performance info, per-LOD, as a comma-delimited spreadsheet. It will appear in the form:
Path to VTX, VTX file extension, LOD number (1 is the root lod), tri count, number of batches rendered, number of materials used
- Must be used with -mdlreport or -perf!
Note:It doesn't actually write a spreadsheet to disk.
Debug
-d
- Dumps various glview files (10 per LOD per VTX file),
-h
- Dump hitboxes to console.
-n
- Tag bad normals.
-dumpmaterials
- Dump names of used materials to the console.
-i
- Ignore warnings.
-t
- Replaces all materials with the default pink check pattern
-parsecompletion
- Prints an easily parseable message indicating whether the compile was successful or a failure.
-collapsereport
- Prints info on which bones are being retained and which bones are being collapsed.
Other
-nop4
- Disables Valve's Perforce integration. Unless you actually have Perforce set up for your game/mod (a highly unlikely scenario), you should use this.
-verify
- Compile the model, but don't actually write the results to disk.
-a <normal_blend_angle>
- Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes.
-f
(removed since)
- Flip all triangles.
-vsi <path\[QC|MDL]>
- Generates a VSI file from a QC or MDL.
-stripmodel <path\model.mdl>
- Strips down a model, removing its LOD info.
-stripvhv <path\sp_hdr_x.vhv>
- Strips down hardware verts (VHV) of their LOD info.
-makefile
- Generates a simple makefile for later compiling. It also parses the QC for any errors, and runs in
-quiet
mode. -basedir <path>
- Runs studiomdl in the context of the provided path.
-tempcontent <path>
- Adds the provided path as a content search path.
Nonfunctional
-r
- "Tag reversed".
-ihvtest
- Probably meant to test the model collision for any physics errors. Skips whatever argument is provided after it.
Input Files
StudioMDL supports a range of input formats. These include SMD, DMX, and OBJ for reference meshes and VTA files for vertex and flex animation. Counter-Strike: Global Offensive also supports FBX, but with limited functionality. Flexes are not directly supported, nor are FBX sequences, however an SMD/DMX sequence can be used on an FBX model.

Output files
mymodel.mdl
- Skeleton, animations, bounding/hit boxes, surface materials, LOD index…
mymodel.sw.vtx
mymodel.360.vtx
mymodel.dx80.vtx
mymodel.dx90.vtx
- Vertex data optimised for software rendering, XBox 360, DirectX 7, 8 and 9 respectively.
Note:
.360.vtx
files are just byteswapped.dx90.vtx
files. mymodel.vvd
- Remaining hardware-agnostic vertex data, including the UV map
mymodel.phy
- Collision mesh data
See Also
- Common Studiomdl errors
- Crowbar, a popular graphical interface for studiomdl which also supports model decompiling and other advanced features.
- Studiocompiler, a graphical interface for studiomdl
- GUIStudioMDL, another graphical interface
- Source Model Compiler, a web based model compiler and QC generator.
- Fixing the 5% Weight Bone Link Cull, for SFM
|