StudioMDL (Source): Difference between revisions
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Bug: Attempting to use Studiomdl or a shortcut of it pinned to the taskbar in Windows 8 will result in an invalid target path even when -game and an associated path is specified. However using a shortcut on the desktop still works. This is an issue on Microsoft's end unfortunately. [todo tested in ?]
Tip:The name "studio" is a throwback to the development of Half-Life 1, during which Valve used 3D Studio Max to create their models.
m (→Unknown: fix nop4 fix makefile) |
(Update the studiomdl page! Big!) |
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:Override the VProject game path. | :Override the VProject game path. | ||
;<code>-quiet</code> | ;<code>-quiet</code> | ||
: | :Suppresses <i>some</i> console output, such as spewing the searchpaths. | ||
;<code>-x360</code> | ;<code>-x360</code> | ||
:Enable Xbox 360 output, overriding the [[Gameinfo.txt]] | :Enable Xbox 360 output, overriding the [[Gameinfo.txt]] | ||
Line 31: | Line 31: | ||
:Disable warnings. | :Disable warnings. | ||
;<code>-maxwarnings <[[int]]></code> | ;<code>-maxwarnings <[[int]]></code> | ||
: | :Print no more than the specified number of warnings. | ||
=== Animation === | === Animation === | ||
Line 40: | Line 40: | ||
: Writes extra bone info to the console. | : Writes extra bone info to the console. | ||
; <code>-printgraph</code> | ; <code>-printgraph</code> | ||
: | : {{Todo|Appears to dump xnode data for each node?}} | ||
; <code>-overridedefinebones</code> | ; <code>-overridedefinebones</code> | ||
: Equivalent to specifying [[$unlockdefinebones]] in QC. | : Equivalent to specifying [[$unlockdefinebones]] in QC. | ||
; <code>-checklengths</code> | |||
: Prints engine-ready keyframe data for each animation. | |||
=== Performance === | === Performance === | ||
; <code>-fastbuild</code> | |||
: Skip processing DX7, DX8, X360, and software VVD variants (use .dx90.vtx only). This speeds up compiling. | |||
; <code>-preview</code> | |||
: Skip splitting quads into tris. This changes the rendering flags for the model, most likely resulting in slower performance or buggier rendering in-engine. | |||
; <code>-fullcollide</code> | ; <code>-fullcollide</code> | ||
: Don't truncate really big [[collision mesh]]es (Ep1 only; OB uses [[$maxconvexpieces]]). | : Don't truncate really big [[collision mesh]]es (Ep1 only; OB uses [[$maxconvexpieces]]). | ||
Line 56: | Line 62: | ||
;<code>-mdlreport <path\model.mdl></code> | ;<code>-mdlreport <path\model.mdl></code> | ||
:Report performance info for an already-compiled model. A QC file is not needed when using this command. | :Report performance info for an already-compiled model. A QC file is not needed when using this command. | ||
;<code>-perf <path\model.mdl></code> | |||
:Same as '''-mdlreport'''. | |||
;<code>-mdlreportspreadsheet</code> | ;<code>-mdlreportspreadsheet</code> | ||
:Report performance info as a comma-delimited spreadsheet. {{ | :Report performance info, per LOD, as a comma-delimited spreadsheet. It will appear in the form: | ||
:<source>Path to VTX, VTX file extension, LOD number (1 is the root lod), tri count, number of batches rendered, number of materials used </source> | |||
:'''Must be used with -mdlreport or -perf!''' {{Note|It doesn't actually <i>write</i> a spreadsheet to disk.}} | |||
=== Debug === | === Debug === | ||
Line 72: | Line 82: | ||
:Ignore warnings. | :Ignore warnings. | ||
;<code>-t</code> | ;<code>-t</code> | ||
: Replaces all materials with the default pink check pattern | :Replaces all materials with the default pink check pattern | ||
;<code>-parsecompletion</code> | |||
:Prints an easily parseable message indicating whether the compile was successful or a failure. | |||
;<code>-collapsereport</code> | |||
:Prints info on which bones are being retained and which bones are being collapsed. | |||
=== | === Other === | ||
;<code>-nop4</code> | |||
:Disables Valve's Perforce integration. Unless you actually have Perforce set up for your game/mod (a highly unlikely scenario), you should use this. | |||
;<code>-verify</code> | |||
:Compile the model, but don't actually write the results to disk. | |||
;<code>-a <normal_blend_angle></code> | ;<code>-a <normal_blend_angle></code> | ||
:Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes. | :Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes. | ||
;<code>-f</code> | ;<code>-f</code> | ||
:Flip all triangles. | :Flip all triangles. | ||
:{{bug|Does not work in Orangebox and later builds of Studiomdl. You can achieve the same behavior with [[$body]], however.}} | :{{bug|Does not work in Orangebox and later builds of Studiomdl. You can achieve the same behavior with [[$body]], however.}} | ||
;<code>-vsi <path\[QC|MDL]></code> | ;<code>-vsi <path\[QC|MDL]></code> | ||
: | :Generates a [[VSI]] file from a [[QC]] or [[MDL]]. | ||
;<code>-stripmodel</code> | ;<code>-stripmodel <path\model.mdl></code> | ||
: | :Strips down a model, removing its LOD info. | ||
;<code>-stripvhv< | ;<code>-stripvhv <path\sp_hdr_x.vhv></code> | ||
:Strips down hardware verts ([[VHV]]) of their LOD info. | |||
: | |||
;<code>-makefile</code> | ;<code>-makefile</code> | ||
: | :Generates a simple makefile for later compiling. It also parses the QC for any errors, and runs in <code>-quiet</code> mode. | ||
;<code>-basedir <path></code> | |||
:Runs studiomdl in the context of the provided path. | |||
;<code>-tempcontent <path></code> | |||
:Adds the provided path as a content search path. | |||
=== Nonfunctional === | |||
;<code>-r</code> | |||
:"Tag reversed". | |||
;<code>-ihvtest</code> | |||
:Probably meant to test the model collision for any physics errors. Skips whatever argument is provided after it. | |||
== Output files == | == Output files == |
Revision as of 21:09, 25 June 2018

- For a guide to studiomdl's usage, see Compiling a model.
Studiomdl is the command-line tool used to compile models from the intermediate Studio Model Data format exported from modeling packages to the binary .mdl format that is read by the Source engine.
It can be found at "common\<gamename>\<gamefolder>\bin\studiomdl.exe"
.

Parameters
The only parameter required is a QC file. Any others must come before it.
studiomdl [options] <path\QC>
General
-game <gamedir>
- Override the VProject game path.
-quiet
- Suppresses some console output, such as spewing the searchpaths.
-x360
- Enable Xbox 360 output, overriding the Gameinfo.txt
-nox360
- Disable Xbox 360 output, overriding the Gameinfo.txt
-nowarnings
- Disable warnings.
-maxwarnings <int>
- Print no more than the specified number of warnings.
Animation
-definebones
- See $definebone.
-printbones
- Writes extra bone info to the console.
-printgraph
- Todo: Appears to dump xnode data for each node?
-overridedefinebones
- Equivalent to specifying $unlockdefinebones in QC.
-checklengths
- Prints engine-ready keyframe data for each animation.
Performance
-fastbuild
- Skip processing DX7, DX8, X360, and software VVD variants (use .dx90.vtx only). This speeds up compiling.
-preview
- Skip splitting quads into tris. This changes the rendering flags for the model, most likely resulting in slower performance or buggier rendering in-engine.
-fullcollide
- Don't truncate really big collision meshes (Ep1 only; OB uses $maxconvexpieces).
-striplods
- Ignore all $lod commands.
-minlod <lod>
- Throw away data from LODs above the given one (see $minlod).
-perf
- Report performance info in console.
-mdlreport <path\model.mdl>
- Report performance info for an already-compiled model. A QC file is not needed when using this command.
-perf <path\model.mdl>
- Same as -mdlreport.
-mdlreportspreadsheet
- Report performance info, per LOD, as a comma-delimited spreadsheet. It will appear in the form:
Path to VTX, VTX file extension, LOD number (1 is the root lod), tri count, number of batches rendered, number of materials used
- Must be used with -mdlreport or -perf!
Note:It doesn't actually write a spreadsheet to disk.
Debug
-d
- Dumps various glview files (10 per LOD per VTX file),
-h
- Dump hitboxes to console,
-n
- Tag bad normals.
-dumpmaterials
- Dump names of used materials to the console.
-i
- Ignore warnings.
-t
- Replaces all materials with the default pink check pattern
-parsecompletion
- Prints an easily parseable message indicating whether the compile was successful or a failure.
-collapsereport
- Prints info on which bones are being retained and which bones are being collapsed.
Other
-nop4
- Disables Valve's Perforce integration. Unless you actually have Perforce set up for your game/mod (a highly unlikely scenario), you should use this.
-verify
- Compile the model, but don't actually write the results to disk.
-a <normal_blend_angle>
- Auto-smooth faces equal to or below specified angle. Will override normal data for all meshes.
-f
- Flip all triangles.
-vsi <path\[QC|MDL]>
- Generates a VSI file from a QC or MDL.
-stripmodel <path\model.mdl>
- Strips down a model, removing its LOD info.
-stripvhv <path\sp_hdr_x.vhv>
- Strips down hardware verts (VHV) of their LOD info.
-makefile
- Generates a simple makefile for later compiling. It also parses the QC for any errors, and runs in
-quiet
mode. -basedir <path>
- Runs studiomdl in the context of the provided path.
-tempcontent <path>
- Adds the provided path as a content search path.
Nonfunctional
-r
- "Tag reversed".
-ihvtest
- Probably meant to test the model collision for any physics errors. Skips whatever argument is provided after it.
Output files
mymodel.mdl
- Skeleton, animations, bounding/hit boxes, surface materials, LOD index...
mymodel.sw.vtx
mymodel.360.vtx
mymodel.dx80.vtx
mymodel.dx90.vtx
- Vertex data optimised for software rendering, XBox 360, DirectX 7, 8 and 9 respectively.
Note:.360.vtx files are just .dx90.vtx files, but in big-endian as opposed to little-endian.
mymodel.vvd
- Remaining hardware-agnostic vertex data, including the UV map
mymodel.phy
- Collision mesh data
Input Files
StudioMDL supports a range of input formats. These include SMD, DMX, and OBJ for reference meshes and VTA files for vertex and flex animation. Counter-Strike: Global Offensive also supports FBX, but with limited functionality - it doesn't support bones, animation, or flexes, for example.
See also
- Common Studiomdl errors
- Studiocompiler, a graphical interface for studiomdl
- GUIStudioMDL, another graphical interface
- Source Model Compiler, a web based model compiler and QC generator.
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