Difference between revisions of "Talk:Model Creation Overview"

From Valve Developer Community
Jump to: navigation, search
(Workflow sections:: added a couple of primary decisions ...)
Line 18: Line 18:
 
===Workflow sections:===
 
===Workflow sections:===
 
# Planning the model is essential : what type of model is this going to be? things to consider.
 
# Planning the model is essential : what type of model is this going to be? things to consider.
#* tasklist:
+
#* Types of model in game :  worldmodel, viewmodel, skyboxmodel:
#** Types of model in game  
+
::{|
# Model Geometry is created in [[model editor]] and exported in SMD format.
+
|-
 +
|World objects || Static || Physics motion || Dynamic movement
 +
|-
 +
|[[worldbrush]] || always || never || never
 +
|-
 +
|[[displacement]] || always || never || never
 +
|-
 +
|[[brushmodel]] || yes || yes || yes
 +
|-
 +
|[[studiomodel]] || yes || yes || yes
 +
|-
 +
|[[sprite]] || yes || never || yes
 +
|}
 +
 
 +
# StudioModel Geometry is created in [[model editor]] and exported in SMD format.
 
#* tasklist:
 
#* tasklist:
# Model Animations are created in [[model editor#animation]] and exported in SMD format.
+
# StudioModel Animations are created in [[model editor#animation]] and exported in SMD format.
 
#* tasklist:
 
#* tasklist:
# Model Skin textures are created in an [[image editor]] compiled as VTFs and brough together in the Skin.VMT file.  
+
# StudioModel Skin textures are created in an [[image editor]] compiled as VTFs and brough together in the Skin.VMT file.  
 
#* tasklist:  
 
#* tasklist:  
 
#** note: game_dir/materials/models)
 
#** note: game_dir/materials/models)
# Model Properties are defined in a QC script using a [[qc editor]] and saved in QC format.
+
# StudioModel Properties are defined in a QC script using a [[qc editor]] and saved in QC format.
 
#* tasklist:
 
#* tasklist:
# Model's SMD and QC files are [[compiling a model|compiled]] by [[studiomdl]] into game-ready [[Studiomodel]]s.
+
# StudioModel's SMD and QC files are [[compiling a model|compiled]] by [[studiomdl]] into game-ready [[Studiomodel]]s.
 
#* tasklist:  
 
#* tasklist:  
 
#** set up file paths for QC, SMDs, StudioMDL.exe, game_dir/models, etc
 
#** set up file paths for QC, SMDs, StudioMDL.exe, game_dir/models, etc

Revision as of 20:02, 15 May 2008

How does the VTF get compiled into the MDL file?

The model QC files and QC Commands docs don't contain any reference to the VTF (or TGA or VMT). If that's correct, how does the VTF get built into the MDL ? It doesn't appear to be part of the SMD data. Unsigned comment added by Beeswax (talkcontribs). Please use four tildes (~~~~) to sign your username.

It is part of the SMD. The texture is defined for every polygon so that the first of the two rows of data per poly is always the texture filename. Path to the surface material is defined in the QC. Jupix 15:26, 5 Nov 2007 (PST)
Ah - the penny drops! So that's why the GameDirectory/models and GameDirectory/materials/models are so specific ... the MDL relies on the correctly named VTF being in the ../materials/models directory. Thanks for the insight Jupix. Beeswax 09:28, 6 Nov 2007 (PST)

I've added a section on VTF and VMT files because they are an unavoidable part of the modelling workflow. If I've got anything wrong, please feel free to correct, clarify or discuss. Beeswax 17:11, 6 Nov 2007 (PST)

Adding animations

Is it possible to add animations to an existing model? Say, having the G-Man smacking his forehead, or doing a little dance or something. Or would you have to decompile the model (how would you even do that?), add the animation, and then recompile it? —Yar Kramer 10:42, 25 Jan 2008 (PST)

New, improved Model Creation Overview plan

Just thought I's start the ball rolling on a plan for what will be included in the all-new article and roughly the shape it will take. Some things to consider:

  • use workflow sequence structure
  • try to index information in stored in separate pages : task guidelines and application-specific instructions.

Workflow sections:

  1. Planning the model is essential : what type of model is this going to be? things to consider.
    • Types of model in game : worldmodel, viewmodel, skyboxmodel:
World objects Static Physics motion Dynamic movement
worldbrush always never never
displacement always never never
brushmodel yes yes yes
studiomodel yes yes yes
sprite yes never yes
  1. StudioModel Geometry is created in model editor and exported in SMD format.
    • tasklist:
  2. StudioModel Animations are created in model editor#animation and exported in SMD format.
    • tasklist:
  3. StudioModel Skin textures are created in an image editor compiled as VTFs and brough together in the Skin.VMT file.
    • tasklist:
      • note: game_dir/materials/models)
  4. StudioModel Properties are defined in a QC script using a qc editor and saved in QC format.
    • tasklist:
  5. StudioModel's SMD and QC files are compiled by studiomdl into game-ready Studiomodels.
    • tasklist:
      • set up file paths for QC, SMDs, StudioMDL.exe, game_dir/models, etc
      • test and check (polycount, showbudget, etc)
      • distribution (eg map.res file, Source file-download sites, etc)
Note:This plan is Working Draft - please add your comments and suggestions below: --Beeswax 12:23, 5 May 2008 (PDT)