Reference model: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 11: Line 11:


== Reference.smd ==
== Reference.smd ==
The reference.smd, conventionally named <code><modelname>_ref.smd</code>, contains some of the information that goes into the reference.mdl, but not all of it:
The reference.smd, conventionally named <code>"<modelname>_ref.smd"</code> or <code>"lod0_<modelname>_ref.smd"</code>, contains:
* Skeletal bone hierarchy (nodes) and "idle" bone coordinates (skeleton)
* The <code>nodes</code> block defines the skeletal [[Bone Hierarchy]].
* Render Mesh origin, vertex and UV map coordinates (for lod_0)
* The <code>skeleton</code> block defines the bone coordinates for a single "idle" animation frame.
* Filename of the default Skin VMT(s)
* The <code>triangles</code> block defines each (triangular) polygon of the (default [[LOD Models|LOD]]) Render Mesh.
* etc
** Each triangle specifies the default [[Skin]] filename, followed by a set of XYZUV coordinates for each of its vertices.
** XYZ are the 3D [[Mesh]] coords, and UV are the 2D [[Texturemap]] coords.
 
 
 


[[category:modeling]]
[[category:modeling]]

Revision as of 17:47, 29 April 2008

Stub

This article or section is a stub. You can help by expanding it.

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 names of any sound WAV files used by this model.
  • The names of the VMT files to use as Skins. (or is this in VTX / VVD files ?)
  • The name of the PHY file to use as a collisionmodel.
  • The names of the MDL files used to store animations.
  • etc

Reference.smd

The reference.smd, conventionally named "<modelname>_ref.smd" or "lod0_<modelname>_ref.smd", contains:

  • The nodes block defines the skeletal Bone Hierarchy.
  • The skeleton block defines the bone coordinates for a single "idle" animation frame.
  • The triangles block defines each (triangular) polygon of the (default LOD) Render Mesh.
    • Each triangle specifies the default Skin filename, followed by a set of XYZUV coordinates for each of its vertices.
    • XYZ are the 3D Mesh coords, and UV are the 2D Texturemap coords.