MDL (GoldSrc): Difference between revisions

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* Have a file name which is not longer than 64 characters (including the {{code|.bmp}} extension).
* Have a file name which is not longer than 64 characters (including the {{code|.bmp}} extension).
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{{modernImportant|Older versions of [[StudioMDL]], including the version found in the {{hlsdk|4.1}} 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 [https://www.the303.org/tutorials/gold_qc.htm#AS Sven Co-Op StudioMDL] can create MDLs compatible with vanilla {{Goldsrc|4.1}} which have tiled UVs. }}
{{modernImportant|Older versions of [[StudioMDL]], including the version found in the {{hlsdk|4.1}} 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 [https://www.the303.org/tutorials/gold_qc.htm#AS Sven Co-op StudioMDL] can create MDLs compatible with vanilla {{Goldsrc|4.1}} which have tiled UVs.  
{{bug|The latest version of the Sven Co-op StudioMDL (from December 2020), as found in the Sven Co-op SDK, has some bugs with bounding boxes; use the version linked above instead (from November 2018).}}
}}
{{tip|To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate {{cmd|$body}} or {{cmd|$bodygroup}} entry for each mesh in the [[QC]] file.
{{tip|To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate {{cmd|$body}} or {{cmd|$bodygroup}} entry for each mesh in the [[QC]] file.
{{modernWarning|'''''<big>Avoid going over 9000 tris!</big>'''''<br>While the HLMDL format can handle over 100K tris, the old OpenGL renderer struggles with such "high-poly" models, even on high-end GPUs.{{ref|1}}
{{modernWarning|'''''<big>Avoid going over 9000 tris!</big>'''''<br>While the HLMDL format can handle over 100K tris, the old OpenGL renderer struggles with such "high-poly" models, even on high-end GPUs.{{ref|1}}
{{note|Third party games that upgrade the renderer (ex: {{cof}} or {{csnz}}) can handle higher polygon MDLs better. This does '''''not''''' include {{sven|4.1}}, which uses a mostly vanilla renderer.<br>This is obviously not a problem for games on engines newer than GoldSrc that use the HLMDL format, such as {{cloop|4.1}} ({{Unity}}) or {{freecs|4.1}} ({{fte}}). }}
{{note|Third party games that upgrade the renderer (ex: {{cof}} or {{csnz}}) can handle higher polygon MDLs better. This does '''''not''''' include {{sven|4.1}}, which uses a mostly vanilla renderer.<br>This is obviously not a problem for games on engines much newer than {{GoldSrc|4.1}} that use the HLMDL format, such as {{cloop|4.1}} ({{Unity}}) or {{freecs|4.1}} ({{fte}}). }}
{{modernConfirm|Is this soft limit 9000 total, or 9000 being displayed simultaneously?}}
{{modernConfirm|Is this soft limit 9000 total, or 9000 being displayed simultaneously?}}
{{modernConfirm|Can replacement renderers without engine access, such as [[Trinity Engine]], improve performance for higher-poly MDLs?}}
{{modernConfirm|Can replacement renderers without engine access, such as [[Trinity Engine]], improve performance for higher-poly MDLs?}}
}} }}
}} }}
{{modernConfirm|Max textures, and max skins?}}
{{modernConfirm|Max textures, max skins, and other limits?}}


=== Structs ===
=== Structs ===

Revision as of 17:56, 24 August 2023

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MDL (sometimes referred to as Half-Life MDL or HLMDL) is a model format used by GoldSrc 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 Sven Co-op and other engines like FTE FTE).
  • Have a file name which is not longer than 64 characters (including the .bmp extension).


Icon-Important.pngImportant:Older versions of StudioMDL, including the version found in the Half-Life SDK 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 GoldSrc which have tiled UVs.
Icon-Bug.pngBug:The latest version of the Sven Co-op StudioMDL (from December 2020), as found in the Sven Co-op SDK, has some bugs with bounding boxes; use the version linked above instead (from November 2018).  [todo tested in ?]
Tip.pngTip: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, max skins, and other limits?

Structs

Stub

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

In other engines

Half-Life MDLs are supported by FTE FTE and the Unity Unity game Codename: Loop Codename: Loop.

External links

References

  1. From the GoldSrc Model Export Tutorial by The303:
    In order to compile models with more than 4080 triangles, you must break up your SMD's into parts and give them their own $body lines for compiling. Also, FOR THE LOVE OF ALL THAT IS HOLY PLEASE DO NOT GO CRAZY ON YOUR TRIANGLE COUNT; remember this is goldsrc, not source engine. Going any higher than 9000 tris is excessive and direct ports from source/other games are inefficent, wasteful, and cause performance issues for the old renderer.
    — The303