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Revision as of 14:07, 26 August 2010 by Terr (talk | contribs) (Skin replacement tables)
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MDL is the extension for Source's proprietary model format. It defines the structure of the model along with animation, bounding box, hit box, materials, mesh and LOD information. It does not, however, contain all the information needed for the model. Additional data is stored in PHY, ANI, VTX and VVD files, and sometimes, usually for shared animations, other .mdl files.

File format

Some details of the file format may be gleaned from the source code in Valve's studio.h, specifically the struct studiohdr_t. The early header defines a series of offsets and lengths for various sub-sections within the file, along with some key scalar information. The MDL also contains the names of materials (VMT), which may be used and referenced in various ways.

To do: Someone who knows C, fix up the header declarations

Main header

struct studiohdr_t
	int		id;		// Model format ID, such as "IDST" (0x49 0x44 0x53 0x54)
	int		version;	// Format version number, such as 48 (0x30,0x00,0x00,0x00)
	char[64]	name;		// The internal name of the model, padding with null bytes.
					// Typically "my_model.mdl" will have an internal name of "my_model"
	int		dataLength;	// ??
	// A vector is 12 bytes, three 4-byte float-values in a row.
	Vector		eyeposition;	// Position of player viewpoint relative to model origin
	Vector		illumposition;	// ?? Presumably the point used for lighting when per-vertex lighting is not enabled.
	Vector		hull_min;	// Corner of model hull box with the least X/Y/Z values
	Vector		hull_max;	// Opposite corner of model hull box
	Vector	  	view_bbmin;
	Vector	 	view_bbmax;
	int		flags;		// Binary flags in little-endian order. 
					// ex (00000001,00000000,00000000,11000000) means flags for position 0, 30, and 31 are set. 
					// Set model flags section for more information
	 * After this point, the header contains many references to offsets
	 * within the MDL file and the number of items at those offsets.
	 * Offsets are from the very beginning of the file.
	 * Note that indexes/counts are not always paired and ordered consistently.
	// mstudiobone_t
	int		bone_count;	// Number of data sections (of type mstudiobone_t)
	int		bone_offset;	// Offset of first data section
	// mstudiobonecontroller_t
	int		bonecontroller_count;
	int		bonecontroller_offset;
	// mstudiohitboxset_t
	int		hitbox_count;
	int		hitbox_offset;
	// mstudioanimdesc_t
	int		localanim_count;
	int		localanim_offset;
	// mstudioseqdesc_t
	int		localseq_count;
	int		localseq_offset;
	int		activitylistversion; // ??
	int		eventsindexed;	// ??
	// VMT texture filenames
	// mstudiotexture_t
	int		texture_count;
	int		texture_offset;
	// This offset points to a series of ints.
        // Each int value, in turn, is an offset relative to the start of this header/the-file,
        // At which there is a null-terminated string.
	int		texturedir_count;
	int		texturedir_offset;
	// Each skin-family assigns a texture-id to a skin location
	int		skinreference_count;
	int		skinrfamily_count;
	int             skinreference_index;
	// mstudiobodyparts_t
	int		bodypart_count;
	int		bodypart_offset;
        // Local attachment points		
	// mstudioattachment_t
	int		attachment_count;
	int		attachment_offset;
	// Node values appear to be single bytes, while their names are null-terminated strings.
	int		localnode_count;
	int		localnode_index;
	int		localnode_name_index;
	// mstudioflexdesc_t
	int		flexdesc_count;
	int		flexdesc_index;
	// mstudioflexcontroller_t
	int		flexcontroller_count;
	int		flexcontroller_index;
	// mstudioflexrule_t
	int		flexrules_count;
	int		flexrules_index;
	// IK probably referse to inverse kinematics
	// mstudioikchain_t
	int		ikchain_count;
	int		ikchain_index;
	// Information about any "mouth" on the model for speech animation
	// More than one sounds pretty creepy.
	// mstudiomouth_t
	int		mouths_count; 
	int		mouths_index;
	// mstudioposeparamdesc_t
	int		localposeparam_count;
	int		localposeparam_index;
	 * For anyone trying to follow along, as of this writing,
	 * the next "surfaceprop_index" value is at position 0x0134 (308)
	 * from the start of the file.
	// Surface property value (single null-terminated string)
	int		surfaceprop_index;
	// Unusual: In this one index comes first, then count.
	// Key-value data is a series of strings. If you can't find
	// what you're interested in, check the associated PHY file as well.
	int		keyvalue_index;
	int		keyvalue_count;	
	// More inverse-kinematics
	// mstudioiklock_t
	int		iklock_count;
	int		iklock_index;
	float		mass; 		// Mass of object (4-bytes)
	int		contents;	// ??
	// Other models can be referenced for re-used sequences and animations
	// (See also: The $includemodel QC option.)
	// mstudiomodelgroup_t
	int		includemodel_count;
	int		includemodel_index
	int		virtualModel;	// Placeholder for mutable-void*
	// mstudioanimblock_t
	int		animblocks_name_index;
	int		animblocks_count;
	int		animblocks_index;
	int		animblockModel; // Placeholder for mutable-void*

	// Points to a series of bytes?
	int		bonetablename_index;
	int		vertex_base;	// Placeholder for void*
	int		offset_base;	// Placeholder for void*
	// Used with $constantdirectionallight from the QC 
	// Model should have flag #13 set if enabled
	byte		directionaldotproduct;
	byte		rootLod;	// Preferred rather than clamped
	// 0 means any allowed, N means Lod 0 -> (N-1)
	byte		numAllowedRootLods;	
	byte		unused; // ??
	int		unused; // ??
	// mstudioflexcontrollerui_t
	int		flexcontrollerui_count;
	int		flexcontrollerui_index;
	 * Offset for additional header information.
	 * May be zero if not present, or also 408 if it immediately 
	 * follows this studiohdr_t
	// studiohdr2_t
	int		studiohdr2index;
	int		unused; // ??
	 * As of this writing, the header is 408 bytes long in total
Known flags
Name Position Details

To do: Retrieve flag details from studio.h?

Secondary header

This header section is optional, and is found via the studiohdr2index value.

struct studiohdr2_t
	// ??
	int		srcbonetransform_count;
	int		srcbonetransform_index;

	int		illumpositionattachmentindex;

	float		flMaxEyeDeflection;	//  If set to 0, then equivalent to cos(30)
	// mstudiolinearbone_t
	int		linearbone_index;

	int[64] 	unknown;

Texture data

struct mstudiotexture_t
	// Number of bytes past the beginning of this structure
	// where the first character of the texture name can be found.
	int		name_offset; 	// Offset for null-terminated string
	int		flags;
	int		used; 		// ??
	int		unused; 	// ??

	int	material;		// Placeholder for IMaterial
	int	client_material;	// Placeholder for void*
	int[10]		unused2;

Skin replacement tables

Each "skin" that a model has (as seen in the Model Viewer and choose-able for prop entities) is actually referred to as a skin "family" in the MDL code. (Additional skins may be created with the $texturegroup compile option.) For the purposes of this section, a "skin" an area where a single material (aka texture) may be applied, while a skin-family defines a list of materials to use on skin zones 0,1,2, etc.

The skin-family section of the MDL is a sequence of short (2-byte) values, which should be broken up into a table. To illustrate how it works, we will consider a model and then examine how it would be represented on the byte-level. For this example, imagine a crate-model with three skin-families labeled (fam0,fam1,fam2) two skins-zones (mainbody,trimming) and three textures (lightwood,darkwood,metal).

Skin table
mainbody trimming
fam0 lightwood metal
fam1 darkwood metal
fam2 metal metal

Let's assume that the various textures are given ID values in the MDL like so:

Texture IDs
ID Name
0 lightwood
1 darkwood
2 metal
Note.png Note: This ordering frequently matches the "VMTs Loaded" display of HLMV

In the MDL data, this table relationship is broken down into a stream of bytes, with two-byte texture IDs replacing the literal names. Thus the final series of bytes that corresponds to these skin-family relationships would (as little-endian short values) be:

00 00   02 00
01 00   02 00
02 00   02 00

The total number of bytes is numskinfamilies*numskins*2.

Note.png Note: MDLs may often have a texture-replacement table which is larger than necessary, with additional columns which are never used.

To do: Discover how to accurately detect which columns are meaningful in too-large replacement tables.

See also