Quake1-16px.png

MDL (Quake): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 7: Line 7:
== Derivatives ==
== Derivatives ==
{{stub}}
{{stub}}
=== MD2 ===
{{quake2|4.1}} uses a slightly modified version of the original Quake MDL format. Unlike its predecessor, textures are now stored as external 8-bit [[PCX]] files, although the embedded color palette is ignored. Most source ports (as well as the 2023 remaster) add support for using full-color [[TGA]]s instead of 256-color PCX. Additional "pain" skins can also be defined for [[monster]]s, and are automatically switched to if the monster sustains enough damage.
Unlike Quake 1 models, Quake 2 models are almost always in their own folder, with the model named {{file|tris|md2}} and the textures called some variation of {{file|skin|pcx}} and {{file|pain|pcx}}.
{{modernConfirm|For some reason, vertex wobbling is more noticeable in {{quake2}} than {{quake}}{{why}}.}}


=== GoldSrc MDL ===
=== GoldSrc MDL ===
{{main|MDL (GoldSrc)}}
{{main|MDL (GoldSrc)}}
{{goldsrc|4.1}} uses a heavily modified version of the original Quake MDL format. Support for vertex animation is removed in favor of [[skeletal animation]]. Each texture has its own [[color palette]], and multiple textures can be used per [[skin]]. Edges can be marked as sharp


=== MD2 ===
Despite the shared file extension, {{src|4.1|nt=0}} [[MDL (Source 1)|MDLs]] bear little resemblance to Quake or GoldSrc MDLs.


=== MD3 ===
=== MD3 ===


=== MD5 ===
=== MD5 ===
=== Others ===
* IQM
* MDC
* MDX
* Raven's model formats


== External links==
== External links==

Revision as of 13:13, 11 August 2023

For other uses of "MDL", see MDL.

MDL is a file format used by Quake Quake to store vertex-animated models, as well as the required textures. Unlike the MDL formats used by GoldSrc GoldSrc and Source Source, skeletal animation is not supported, and only one texture can be used per skin.

Prior to late 2020 or early 2021, vanilla GoldSrc GoldSrc was able to parse Quake MDLs, although it required custom game code to function properly.

Derivatives

Stub

This article or section is a stub. You can help by expanding it.

MD2

Quake II Quake II uses a slightly modified version of the original Quake MDL format. Unlike its predecessor, textures are now stored as external 8-bit PCX files, although the embedded color palette is ignored. Most source ports (as well as the 2023 remaster) add support for using full-color TGAs instead of 256-color PCX. Additional "pain" skins can also be defined for monsters, and are automatically switched to if the monster sustains enough damage.

Unlike Quake 1 models, Quake 2 models are almost always in their own folder, with the model named 🖿tris.md2 and the textures called some variation of 🖿skin.pcx and 🖿pain.pcx.

Confirm:For some reason, vertex wobbling is more noticeable in Quake II than Quake[Why?].

GoldSrc MDL

Main article: MDL (GoldSrc)

GoldSrc GoldSrc uses a heavily modified version of the original Quake MDL format. Support for vertex animation is removed in favor of skeletal animation. Each texture has its own color palette, and multiple textures can be used per skin. Edges can be marked as sharp

Despite the shared file extension, Source Source 1 MDLs bear little resemblance to Quake or GoldSrc MDLs.

MD3

MD5

Others

  • IQM
  • MDC
  • MDX
  • Raven's model formats

External links