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'''Studiomdl''' es la herramienta de [[command line|línea de comandos]] {{en}} usada para compilar | '''Studiomdl''' es la herramienta de [[command line|línea de comandos]] {{en}} usada para compilar {{L|model|modelo}}s del formato intermedio [[Studiomdl Data]] {{en}} exportado por los paquetes de modelado al formato binario .mdl que es leído por el motor Source. | ||
Puede ser encontrado en <code>steam/steamapps/<account>/sourcesdk/bin/[orangebox|ep1]/bin/studiomdl.exe</code>. | Puede ser encontrado en <code>steam/steamapps/<account>/sourcesdk/bin/[orangebox|ep1]/bin/studiomdl.exe</code>. | ||
{{Note|El nombre "studio" viene del desarrollo de {{hl|suf=:es|2}}, donde Valve usó | {{Note|El nombre "studio" viene del desarrollo de {{hl|suf=:es|2}}, donde Valve usó {{L|3D Studio Max}} para crear sus modelos.}} | ||
== Parámetros == | == Parámetros == | ||
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=== Rendimiento === | === Rendimiento === | ||
; <code>-fullcollide</code> {{src07|removed|suf=:es|addtext=, use {{ent:es|$maxconvexpieces}}}} | ; <code>-fullcollide</code> {{src07|removed|suf=:es|addtext=, use {{ent:es|$maxconvexpieces}}}} | ||
: No truncar | : No truncar {{L|collision mesh|malla de colision}}es {{en}} demasiado grandes. | ||
; <code>-striplods</code> | ; <code>-striplods</code> | ||
: Ignora todos los comandos {{ent:es|$lod}}. | : Ignora todos los comandos {{ent:es|$lod}}. | ||
| Line 55: | Line 55: | ||
:Vuelca varios archivos de [[glview]] {{en}} (10 por LOD por archivo VTX). | :Vuelca varios archivos de [[glview]] {{en}} (10 por LOD por archivo VTX). | ||
;<code>-h</code> | ;<code>-h</code> | ||
:Vuelca los | :Vuelca los {{L|hitbox}}es {{en}} a la consola, | ||
;<code>-n</code> | ;<code>-n</code> | ||
:Marca las normales erróneas. | :Marca las normales erróneas. | ||
| Line 89: | Line 89: | ||
:Información de vértices optimizada para DirectX 7, 8 y 9 respectivamente | :Información de vértices optimizada para DirectX 7, 8 y 9 respectivamente | ||
;<code>mymodel.vvd</code> | ;<code>mymodel.vvd</code> | ||
:Restos de información "hardware-agnostic", incluyendo el | :Restos de información "hardware-agnostic", incluyendo el {{L|UV map|mapa UV}} | ||
;<code>mymodel.phy</code> | ;<code>mymodel.phy</code> | ||
:Información de la malla de colisión | :Información de la malla de colisión | ||
Revision as of 07:27, 11 July 2024
- Para una guía de uso de studiomdl, vea Compiling a model
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.
Studiomdl es la herramienta de línea de comandos
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usada para compilar modelos del formato intermedio Studiomdl Data
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exportado por los paquetes de modelado al formato binario .mdl que es leído por el motor Source.
Puede ser encontrado en steam/steamapps/<account>/sourcesdk/bin/[orangebox|ep1]/bin/studiomdl.exe.
Parámetros
El único parámetro necesario es un archivo QC
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. Cualquier otro debe ir antes.
studiomdl [opciones] <ruta\QC>
General
-game <gamedir>- Sobrescribe la ruta al juego en el sistema.
-quiet- Teóricamente suprime la salida por consola. En la práctica no hace nada.
-x360- Habilita la exportación a Xbox 360 (OB).
-nox360- Deshabilita la exportación a Xbox 360 (Ep1).
-nowarnings- Deshabilita los avisos.
Animación
-definebones- Ver $definebone.
-printbones- Escribe información adicional sobre los huesos por consola.
-printgraph- Escribe algún tipo de gráfico de peso de la animación en la consola.
-overridedefinebones- Equivalente a especificar $unlockdefinebones en el QC.
Rendimiento
-fullcollide(eliminado desde
, use $maxconvexpieces)- No truncar malla de colisiones
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demasiado grandes.
-striplods- Ignora todos los comandos $lod.
-minlod <lod>- Descarta información de los LODs por encima de valor dado (ver $minlod).
-perf- Muestra información de rendimiento en la consola.
-mdlreport <path\model.mdl>- Muestra información de rendimiento para un modelo ya compilado. No se necesita un archivo QC cuando se usa este comando.
-mdlreportspreadsheet- Guarda un informe de rendimiento como una hoja de cálculo delimitada por comas. Pendiente: Uso
Depuración
-d
- Vuelca varios archivos de glview
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(10 por LOD por archivo VTX).
-h- Vuelca los hitboxes
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a la consola,
-n- Marca las normales erróneas.
-dumpmaterials- Vuelca los nombre de los materiales usados a la consola.
-i- Ignora advertencias (warnings).
-t- Reemplaza todos los materiales por la textura con el patrón de cuadros rosas por defecto
Desconocido
-a <normal_blend_angle>- ?
-checklengths- ?
-f- Voltea todos los triángulos.
-r- "Marca invertida"..?
-vsi <path\[QC|MDL]>- Genera un archivo .vsi de información de desmontado. Funciona con QC y MDL. (Algún tipo de función de optimización de memoria? Posiblemente relacionado con Xbox 360.)
-stripmodel- Procesa ficheros de modelo binarios (VSI?) y extrae información extra de lod.
-stripvhv- Desmonta vértices de hardware para ajustarse al modelo desmontado.
Ficheros exportados
mymodel.mdl- Esqueleto
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, animaciones, "bounding/hit boxes", "surface materials", LOD
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índice...
mymodel.sw.vtxmymodel.dx80.vtxmymodel.dx90.vtx- Información de vértices optimizada para DirectX 7, 8 y 9 respectivamente
mymodel.vvd- Restos de información "hardware-agnostic", incluyendo el mapa UV
mymodel.phy- Información de la malla de colisión
Véase también
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, interfaz gráfica para studiomdl
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, otra interfaz gráfica