StudioMDL (Source): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 8: Line 8:


;<code>mymodel.mdl</code>
;<code>mymodel.mdl</code>
:Index file for the entire model
:[[Skeleton]], animations, bounding/hit boxes, surface materials, [[lod]] index...
;<code>mymodel.phy</code>
:Collision model data
;<code>mymodel.vvd</code>
:"Vertices" and "tangents"
;<code>mymodel.sw.vtx</code>
;<code>mymodel.sw.vtx</code>
;<code>mymodel.dx80.vtx</code>
;<code>mymodel.dx80.vtx</code>
;<code>mymodel.dx90.vtx</code>
;<code>mymodel.dx90.vtx</code>
:Vertex data optimised for DirectX 7, 8 and 9
:Vertex data optimised for DirectX 7, 8 and 9
;<code>mymodel.vvd</code>
:Remaining hardware-agnostic vertex data, and the [[UV map]]
;<code>mymodel.phy</code>
:Collision mesh data


== See also ==
== See also ==

Revision as of 13:22, 27 April 2008

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 steam/steamapps/<account>/sourcesdk/bin/[orangebox|ep1]/bin/studiomdl.exe.

Studiomdl is executed with a QC file as a parameter. For more information about compiling, see Compiling a model.

Output files

mymodel.mdl
Skeleton, animations, bounding/hit boxes, surface materials, lod index...
mymodel.sw.vtx
mymodel.dx80.vtx
mymodel.dx90.vtx
Vertex data optimised for DirectX 7, 8 and 9
mymodel.vvd
Remaining hardware-agnostic vertex data, and the UV map
mymodel.phy
Collision mesh data

See also