MDL (GoldSrc): Difference between revisions
		
		
		
		
		
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 Important:Older versions of StudioMDL, including the version found in the
Important:Older versions of StudioMDL, including the version found in the  Half-Life SDK on Steam, do not support tiling UVs, clamping them to the edge of the texture. This is not a limitation of the HLMDL file format; the Sven Co-Op StudioMDL can create MDLs compatible with vanilla
 Half-Life SDK on Steam, do not support tiling UVs, clamping them to the edge of the texture. This is not a limitation of the HLMDL file format; the Sven Co-Op StudioMDL can create MDLs compatible with vanilla  GoldSrc which have tiled UVs.
 GoldSrc which have tiled UVs. 
 Tip:To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate
Tip:To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate 
 Confirm:Max textures, and max skins?
 Confirm:Max textures, and max skins?
		
	
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| '''MDL''' (sometimes referred to as '''Half-Life MDL''' or '''HLMDL''') is a model format used by {{goldsrc|4}} to store dynamically lit [[models]] which can be animated using [[skeletal animation]]. It is a heavily modified version of the [[Quake MDL]] format. | '''MDL''' (sometimes referred to as '''Half-Life MDL''' or '''HLMDL''') is a model format used by {{goldsrc|4}} to store dynamically lit [[models]] which can be animated using [[skeletal animation]], along with their associated [[textures]]. It is a heavily modified version of the [[Quake MDL]] format. | ||
| == Technical == | == Technical == | ||
Revision as of 16:51, 24 August 2023

 
MDL (sometimes referred to as Half-Life MDL or HLMDL) is a model format used by  GoldSrc to store dynamically lit models which can be animated using skeletal animation, along with their associated textures. It is a heavily modified version of the Quake MDL format.
 GoldSrc to store dynamically lit models which can be animated using skeletal animation, along with their associated textures. It is a heavily modified version of the Quake MDL format.
Technical
Limits
HLMDL has the following limits per input SMD:
- 1 mesh
- 2048 vertices and vertex normals per mesh
- 4080 triangles per mesh
 
- 1 animation sequence
- 512 keyframes per sequence
 
- 128 bones
Additionally, the following limits apply to the whole MDL:
- 4 bone attachments
- 8 bone controllers
- 32 meshes across all submodels
- 256 animation sequences.
Textures must:
- Be 8-bit uncompressed BMP files.
- Have a resolution which is a multiple of 8 (multiples of 16 are preferred).
- Have a resolution which does not exceed 512x512 (soft limit; raised to 1024x1024 in  Sven Co-op and other engines like Sven Co-op and other engines like FTE). FTE).
- Have a file name which is not longer than 64 characters (including the .bmpextension).
 Important:Older versions of StudioMDL, including the version found in the
Important:Older versions of StudioMDL, including the version found in the  Half-Life SDK on Steam, do not support tiling UVs, clamping them to the edge of the texture. This is not a limitation of the HLMDL file format; the Sven Co-Op StudioMDL can create MDLs compatible with vanilla
 Half-Life SDK on Steam, do not support tiling UVs, clamping them to the edge of the texture. This is not a limitation of the HLMDL file format; the Sven Co-Op StudioMDL can create MDLs compatible with vanilla  GoldSrc which have tiled UVs.
 GoldSrc which have tiled UVs.  Tip:To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate
Tip:To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate $body or $bodygroup entry for each mesh in the QC file.
Template:ModernWarning  Confirm:Max textures, and max skins?
 Confirm:Max textures, and max skins?Structs
In other engines
Half-Life MDLs are supported by  FTE and the
 FTE and the  Unity game
 Unity game  Codename: Loop.
 Codename: Loop.























