Reference model: Difference between revisions

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== Reference.mdl ==
== Reference.mdl ==
The Reference.mdl, conventionally named <code><modelname>_ref.mdl</code>, contains a range of key information for an in game model:
The Reference.mdl, conventionally named <code><modelname>.mdl</code>, contains a range of key information for an in game model:
* The model's Origin, which is used to align its rendermesh, collisionmodel, gibs, etc to the Model Entity's position in the World.
* The model's Origin, which is used to align its rendermesh ([[vtx]]), collisionmodel ([[phy]]), gibs, etc to the Model Entity's position in the World.
* The Mesh and UV map geometry that is actually rendered in game.
* The name of the .vmt file to use as the default Skin.
* The skeletal geometry (bones)
* The name of the .phy file to use as a collisionmodel.
* The name of the VMT file to use as the default Skin.
* The names of any sound .wav files used by this model.
* The name of the MDL file to use as a collisionmodel.
* The name of any animation MDL files used by this model.
* The names of any sound WAV files used by this model.
* etc
* etc



Revision as of 16:11, 29 April 2008

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Reference.mdl

The Reference.mdl, conventionally named <modelname>.mdl, contains a range of key information for an in game model:

  • The model's Origin, which is used to align its rendermesh (vtx), collisionmodel (phy), gibs, etc to the Model Entity's position in the World.
  • The name of the .vmt file to use as the default Skin.
  • The name of the .phy file to use as a collisionmodel.
  • The names of any sound .wav files used by this model.
  • etc

Reference.smd

The reference.smd, conventionally named <modelname>_ref.smd, contains some of the information that goes into the reference.mdl, but not all of it:

  • The default Origin
  • Render Mesh vertex geometry
  • UV map geometry and default Skin filename
  • Skeleton
  • etc