Compiling a model: Difference between revisions
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[[$cdmaterials]] "models/props_sdk" | [[$cdmaterials]] "models/props_sdk" | ||
[[$sequence]] idle "myfirstmodel-idle.smd" loop fps | [[$sequence]] idle "myfirstmodel-idle.smd" loop fps 15 | ||
[[$collisionmodel]] "myfirstmodel-phys.smd" { [[$concave]] } | [[$collisionmodel]] "myfirstmodel-phys.smd" { [[$concave]] } | ||
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:The folder to load the model's material(s) from. Remember that the materials must be the same name as the ones you applied in your modelling package. The value is relative to <code><mod folder>/materials/</code>. | :The folder to load the model's material(s) from. Remember that the materials must be the same name as the ones you applied in your modelling package. The value is relative to <code><mod folder>/materials/</code>. | ||
;<code>[[$sequence]]</code> | ;<code>[[$sequence]]</code> | ||
:Even though this model is not animated, Source needs an empty 'idle' animation to correctly | :Even though this model is <code>$staticprop</code> and therefore not animated, Source needs an empty 'idle' animation to correctly handle it. If the animation is truly idle it will only have one frame, rendering the <code>fps</code> property meaningless (but it's included anyway as a demonstration. | ||
;<code>[[$collisionmodel]]</code> | ;<code>[[$collisionmodel]]</code> | ||
:Defines the SMD that will be used to calculate [[physics]] collisions by the engine. Without a collision model, physical objects will simply fly through the model (which in some cases may be what you want). | :Defines the SMD that will be used to calculate [[physics]] collisions by the engine. Without a collision model, physical objects will simply fly through the model (which in some cases may be what you want). |
Revision as of 08:07, 27 April 2008
This article will explain how to compile models for use in-game with studiomdl. You will need some existing SMD files to compile before you begin; if you don't have any, see Exporting a model.

QC file
As well as SMD data files, you will need a QC file that defines in a manner not too dissimilar to a texture's VMT how the raw SMD data should be interpreted. This is where you will spend the majority of your time when setting up a compile.
A QC file is simply a text file with the .qc
extension. You can create it anywhere and name it anything, but it's best to be organised and store it with your SMDs in a folder with the same name as the destination model file.
Compile environment
The most important step in setting your computer up for a compile is choosing the correct VPROJECT variable. You can do this:
- Globally, by selecting your game/mod in the SDK launcher's drop-down list
- For studiomdl only, by running it with
-game "<full path to your gameinfo.txt folder>"
When it comes to editing your QC, you really, really want to use an advanced text editor which supports syntax highlighting and which can run studiomdl without any command line or batch file fiddling. There are two editors with such support at the moment:
Once you've downloaded the editor and highlighting rules and set up the execution command, you're all set!
QC commands
- For a list of all documented QC commands, see Category:QC Commands
Here is a QC file for a non-animated, static prop:
$modelname "props_sdk/myfirstmodel.mdl" $body mybody "myfirstmodel-ref.smd" $staticprop $surfaceprop combine_metal $cdmaterials "models/props_sdk" $sequence idle "myfirstmodel-idle.smd" loop fps 15 $collisionmodel "myfirstmodel-phys.smd" { $concave }

Here is a brief summary of what each of those commands does. For more detail, click on the names.
$modelname
- Defines the name and location of the model's core output file relative to
<mod folder>/models/
. Several other files will be created as well, with variations of this value as their name. $body
- Defines the SMD that contains the vertex, UV map, skeleton and envelope data for the model. Without this, your model will have no physical appearance.
- A name ('mybody') is given because it is possible for a model to have several bodies - like the metrocop, who has one with a manhack attached and one without.
Tip:More complex models use
$model
instead of $body.$staticprop
- Tells studiomdl that the model has no moving parts, allowing it to perform several important optimisations. It does not have anything to do with prop_static!
$surfaceprop
- How the object's surface reacts to other entities in the world. Also helps define the weight of the object, if the QC command to calculate it is used.
Note:An identical command is used in materials. Should they clash on a model, the QC version is chosen. It isn't clear why this functionality is duplicated.
$cdmaterials
- The folder to load the model's material(s) from. Remember that the materials must be the same name as the ones you applied in your modelling package. The value is relative to
<mod folder>/materials/
. $sequence
- Even though this model is
$staticprop
and therefore not animated, Source needs an empty 'idle' animation to correctly handle it. If the animation is truly idle it will only have one frame, rendering thefps
property meaningless (but it's included anyway as a demonstration. $collisionmodel
- Defines the SMD that will be used to calculate physics collisions by the engine. Without a collision model, physical objects will simply fly through the model (which in some cases may be what you want).
$concave
- A collision model must be convex, but you can create concave shapes by combining more than one of them into the same model. This command tells studiomdl that this is what you intend - without it, all of your collision SMD's meshes will instead be merged into one shape that wraps them all around.
You will be able to use this sample to compile your own model (minus any animations), so swap in your own SMDs and see what happens.
Compiling more advanced models
- For physically-simulated objects, see
prop_data
- For characters or player models, see Compiling a character model
- For viewmodels, see Compiling a viewmodel
- For vehicles, see Compiling a vehicle model
- For general help with compiling models, see Category:QC Commands
Samples
Valve provide numerous sample models in the SDK for you to learn from, including several fully-articulated characters and players. They can be found at:
sourcesdk_content\cstrike\modelsrc
sourcesdk_content\hl2\modelsrc
sourcesdk_content\hl2mp\modelsrc
sourcesdk_content\generic\modelsrc
(a walking animation for Valve's default skeleton)
Common errors
Costly collision model
A costly collision model is one of over 20 convex parts. You will receive this error when going over it:
WARNING: COSTLY COLLISION MODEL!!!! (30 parts - 20 allowed) WARNING: Error with convex elements of myfirstmodel-phys.smd, building single convex!!!! Model has 31 convex sub-parts Collision model completed.
The appearance of "error with convex elements" is itself an error, so ignore it. Your meshes are (probably) fine.
The solution to this is either to decrease the number of convex meshes, or if you really do need that many of them (usually only excusable on very large models), to use the $maxconvexpieces
command to override the limit to one of your own preference. For instance:
$collisionmodel "myfirstmodel-phys.smd" { $concave $maxconvexpieces 30 }
(Episode One engine users must run studiomdl with the -fullcollide
parameter when compiling instead.)
Duplicate weightlist pelvisonly
If Studiomdl displays the error "duplicate weightlist pelvisonly
" when compiling the male_06_sdk
model, the problem may be the inclusion of the file Male_Animations_sdk/WeaponsAnims_Shared_sdk.qci
.
That file contains a $weightlist pelvisonly
line identical to a line in the included file male_shared_XSI_sdk.qci
.
- In the
Male_Animations_sdk
folder, make a copy of theWeaponsAnims_Shared_sdk.qci
file. - Rename the copy to
WeaponsAnims_Shared_sdk_X.qci
(or other unique name). - Edit the
WeaponsAnims_Shared_sdk_X.qci
file and comment out the $weightlist line by inserting//
at the beginning of the line.
//$weightlist pelvisonly ...
- Open for editing the file
male_06_sdk.qc
. - Change the line $include "../male_animations_sdk/WeaponAnims_shared_sdk.qci" to
$include "../male_animations_sdk/WeaponAnims_shared_sdk_X.qci" //(or as otherwise renamed above)
- Save the
male_06_sdk.qc
file. - Recompile
male_06_sdk.qc
to determine if the error was corrected.
Short conversion out of range
Generating optimized mesh "c:\steam\steamapps\SourceMods\mod\models/your/model.sw.vtx": ERROR: short conversion out of range XXXXX ERROR: Aborted Processing on 'your/model.mdl'
The problem is that studiomdl.exe
is trying to write out a triangle strip with more than 32767 vertices, which is more than Source supports (and also more than any model should ever need). You have run into a engine limitation and you need to reduce the complexity of a portion of the model.
As an example, Valve's highest LOD .SMD for dog is only 1.72 MB and contains 17,433 vertices. Which then divides down to a little less than 6,000 polygons. 10,000 polygons is kind of an informal maximum for the Source engine, hence the maximum vertices being roughly 10,000 x 3 (32767).
Error codes
* WARNING: (4768124) : ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
This is caused by having the $shadowlod
's curly bracket in the same line as the command. Change:
$shadowlod {
to
$shadowlod {
Also without the "WARNING: (4768124)":
* ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
If getting this error while compiling with Studiomdl try compiling models with the HLMV running. (18/11/07) - Laz84
See also
- QC
- studiomdl
- Studiocompiler, a graphical interface for studiomdl
- GUIStudioMDL, another graphical interface
- Highlighting and Compiling QCs with ConTEXT
- Notepad++ VDF languages