MDLDecompiler
A proficient tool at decompiling models. This tool was created by Cannonfodder.
Find this tool and other tools by Cannonfodder here.
You can find a working versions of CannonFodders tools at the links below:
- http://www.ecct2.com/files/mdldecompiler.exe - MDLdecompiler
- http://www.ecct2.com/files/StudioCompiler.exe - StudioCompiler
I fixed these a long time ago - EriX920
I am also looking for some experienced programmers to help me redo the whole program. If you want to help email me erix920@yahoo.com there are also no known problems with these programs, aside from the fact that they don't work on Vista. I simply edited the hex to make it work.

counterstrike source/cstrike/bin
) folder to make them function properly.- @Philthy: citation needed. Also, what kind of reliability problems have occurred after using his modified version? For I don't seem to have experienced any problems after using his version months ago. Fractal 18:36, 16 Sep 2006 (PDT)
- I was unable to successfully install any of these versions or directories except using Erix StudioCompiler in the
half-life 2 deathmatch\bin
directory. Beeswax 17:39, 5 Nov 2007 (PST)
- I was unable to successfully install any of these versions or directories except using Erix StudioCompiler in the
MDLDecompiler known issues
- when you decompile various NPC models like zombies and birds, and then recompile them,
you'll note that they are unable to move around and an error message somewhat like this will
appear (unless you're not in dev mode maybe)
"npc_zombie moving with speed <= 0 (walk2)"
Due to a decompiler limitation you'll have to fix this yourself using some capable animation program.
"GunGrave: First in you're walking animation smd's, make sure the actual skeleton is moving foward/backward/whatever direction you need.
Then in the qc add LX to the $sequence and $include lines that have the walk animations. "
"unknown: to fix this you have to open every walk animation smd in 3ds Max or similar program, and have the model actually move foward/backward/whatever direction. And then in the qc add "LX" to the $sequence and $animation lines that have walk smd's."
"prall: if they aren't animated moving then it's coded....u can do both"