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StudioMDL (Source)

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Para una guía de uso de studiomdl, vea Compiling a model
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.

Studiomdl es la herramienta de línea de comandos

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usada para compilar modelo(en)s del formato intermedio Studiomdl Data

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exportado por los paquetes de modelado al formato binario .mdl que es leído por el motor Source.

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

Note.pngNota:El nombre "studio" viene del desarrollo de Half-Life Half-Life, donde Valve usó 3D Studio Max(en) para crear sus modelos.

Parámetros

El único parámetro necesario es un archivo QC

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. Cualquier otro debe ir antes.

studiomdl [opciones] <ruta\QC>

General

-game <gamedir>
Sobrescribe la ruta al juego en el sistema.
-quiet
Teóricamente suprime la salida por consola. En la práctica no hace nada.
-x360
Habilita la exportación a Xbox 360 (OB).
-nox360
Deshabilita la exportación a Xbox 360 (Ep1).
-nowarnings
Deshabilita los avisos.

Animación

-definebones
Ver $definebone.
-printbones
Escribe información adicional sobre los huesos por consola.
-printgraph
Escribe algún tipo de gráfico de peso de la animación en la consola.
-overridedefinebones
Equivalente a especificar $unlockdefinebones en el QC.

Rendimiento

-fullcollide (eliminado desde Source 2007, use $maxconvexpieces)
No truncar malla de colision(en)es
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demasiado grandes.

-striplods
Ignora todos los comandos $lod.
-minlod <lod>
Descarta información de los LODs por encima de valor dado (ver $minlod).
-perf
Muestra información de rendimiento en la consola.
-mdlreport <path\model.mdl>
Muestra información de rendimiento para un modelo ya compilado. No se necesita un archivo QC cuando se usa este comando.
-mdlreportspreadsheet
Guarda un informe de rendimiento como una hoja de cálculo delimitada por comas.
Pendiente: Uso

Depuración

-d Obsolete
Vuelca varios archivos de glview
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(10 por LOD por archivo VTX).

-h
Vuelca los hitbox(en)es
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a la consola,

-n
Marca las normales erróneas.
-dumpmaterials
Vuelca los nombre de los materiales usados a la consola.
-i
Ignora advertencias (warnings).
-t
Reemplaza todos los materiales por la textura con el patrón de cuadros rosas por defecto

Desconocido

-a <normal_blend_angle>
?
-checklengths
?
-f
Voltea todos los triángulos.
-r
"Marca invertida"..?
-vsi <path\[QC|MDL]>
Genera un archivo .vsi de información de desmontado. Funciona con QC y MDL. (Algún tipo de función de optimización de memoria? Posiblemente relacionado con Xbox 360.)
-stripmodel
Procesa ficheros de modelo binarios (VSI?) y extrae información extra de lod.
-stripvhv
Desmonta vértices de hardware para ajustarse al modelo desmontado.

Ficheros exportados

mymodel.mdl
Esqueleto
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, animaciones, "bounding/hit boxes", "surface materials", LOD

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índice...

mymodel.sw.vtx
mymodel.dx80.vtx
mymodel.dx90.vtx
Información de vértices optimizada para DirectX 7, 8 y 9 respectivamente
mymodel.vvd
Restos de información "hardware-agnostic", incluyendo el mapa UV(en)
mymodel.phy
Información de la malla de colisión

Véase también

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, interfaz gráfica para studiomdl

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, otra interfaz gráfica