MDL (GoldSrc): Difference between revisions
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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
GoldSrc 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). [todo tested in ?]
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, max skins, and other limits?
SirYodaJedi (talk | contribs) m (→Model flags) |
SirYodaJedi (talk | contribs) m (→Model flags) |
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== Flags == | == Flags == | ||
=== Model flags === | === Model flags === | ||
Particle effects ''cannot'' be combined, but all others can.{{clarify}} | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Bit !! Flag name !! Particle effect? !! Description | ! Bit !! Flag name !! Particle effect? !! Description | ||
|- | |- | ||
| 1 || EF_ROCKET | | 1 || EF_ROCKET || Yes || {{quake|4|nt=0}} rocket trail particles and dynamic light | ||
|- | |- | ||
| 2 || EF_GRENADE || Yes || {{quake|4|nt=0}} grenade trail smoke particles | | 2 || EF_GRENADE || Yes || {{quake|4|nt=0}} grenade trail smoke particles |
Revision as of 13:49, 27 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.
Overview
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
FTE).
- Have a file name which is not longer than 64 characters (including the .bmp extension).






Flags
Model flags
Particle effects cannot be combined, but all others can.[Clarify]
Bit | Flag name | Particle effect? | Description |
---|---|---|---|
1 | EF_ROCKET | Yes | ![]() |
2 | EF_GRENADE | Yes | ![]() |
4 | EF_GIB | Yes | ![]() |
8 | EF_ROTATE | No | Rotate this model around its origin, like the weapon pickups in ![]() |
16 | EF_TRACER | Yes | ![]() |
32 | EF_ZOMGIB | Yes | ![]() |
64 | EF_TRACER2 | Yes | ![]() |
128 | EF_TRACER3 | Yes | Like EF_GRENADE, but only has one trail |
256 | EF_NOSHADELIGHT | No | Reduces intensity of shadows on the model, without making the model flat ![]() |
512 | EF_HITBOXCOLLISIONS | No | Use hitbox for collision instead of bounding box |
1024 | EF_FORCESKYLIGHT | No | Always use skybox lighting, regardless of model location |
In other engines
Half-Life MDLs are supported by FTE and the
Unity game
Codename: Loop.
External links
References
- 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