MDL (GoldSrc)
(Redirected from Half-Life MDL)
MDL (sometimes referred to as Half-Life MDL or HLMDL) is a model format used by GoldSrc to store dynamically lit models which can be animated using skeletal animation, along with their associated textures. It is a heavily modified version of the Quake MDL format.
Contents
Overview
Limits
HLMDL has the following limits per input SMD:
- 1 mesh
- 2048 vertices (and vertex normals) per mesh
- 4080 triangles per mesh
- 1 animation sequence
- 512 keyframes per sequence
- 128 bones
Additionally, the following limits apply to the whole MDL:
- 4 bone attachments
- 8 bone controllers
- 32 meshes across all submodels
- 256 animation sequences.
Textures must:
- Be 8-bit uncompressed BMP files.
- Have a resolution which is a multiple of 8 (multiples of 16 are preferred).
- Have a resolution which does not exceed 512x512 (soft limit; raised to 1024x1024 in Sven Co-op and other engines like FTE).
- Have a file name which is not longer than 64 characters (including the
.bmp
extension).
Important:Older versions of StudioMDL, including the version found in the Half-Life SDK on Steam, do not support tiling UVs, clamping them to the edge of the texture. This is not a limitation of the HLMDL file format; the Sven Co-op StudioMDL can create MDLs compatible with vanilla GoldSrc which have tiled UVs.
Bug:The latest version of the Sven Co-op StudioMDL (from December 2020), as found in the Sven Co-op SDK, has some bugs with bounding boxes; use the version linked above instead (from November 2018). [todo tested in?]
Tip:To create a model or submodel with more than 4080 tris, split the model into multiple SMD meshes, with a separate
$body
or $bodygroup
entry for each mesh in the QC file.
Warning:Avoid going over 9000 tris!
While the HLMDL format can handle over 100K tris, the old OpenGL renderer struggles with such "high-poly" models, even on high-end GPUs.[1]
While the HLMDL format can handle over 100K tris, the old OpenGL renderer struggles with such "high-poly" models, even on high-end GPUs.[1]
Note:Third party games that upgrade the renderer (ex: , or ) can handle higher polygon MDLs better. This does not include Sven Co-op, which uses a mostly vanilla renderer.
This is obviously not a problem for games on engines much newer than GoldSrc that use the HLMDL format, such as Codename: Loop () or FreeCS ().
This is obviously not a problem for games on engines much newer than GoldSrc that use the HLMDL format, such as Codename: Loop () or FreeCS ().
Confirm:Is this soft limit 9000 total, or 9000 being displayed simultaneously?
Confirm:Can custom renderers without engine access, such as Trinity Engine, improve performance for higher-poly MDLs?
Code:While MDL does not natively support animated textures, a model's skin can be quickly switched between in game code to animate between them. For example,
monster_houndeye
uses skin switching to blink. Confirm:Max textures, max skins, and other limits?
Flags
Model flags
Particle effects cannot be combined, but all others can.[Clarify]
Bit | Flag name | Particle effect? | Description |
---|---|---|---|
1 | EF_ROCKET | Yes | Quake I rocket trail particles and dynamic light |
2 | EF_GRENADE | Yes | Quake I grenade trail smoke particles |
4 | EF_GIB | Yes | Quake I gib blood trail particles |
8 | EF_ROTATE | No | Rotate this model around its origin, like the weapon pickups in Quake I; requires supported game code. |
16 | EF_TRACER | Yes | Quake I skrag spit particles |
32 | EF_ZOMGIB | Yes | Quake I zombie blood; like EF_GIB, but darker |
64 | EF_TRACER2 | Yes | Quake I death knight slashing particles |
128 | EF_TRACER3 | Yes | Like EF_GRENADE, but only has one trail |
256 | EF_NOSHADELIGHT | No | Reduces intensity of shadows on the model, without making the model flat Confirm:Half Lambert?
|
512 | EF_HITBOXCOLLISIONS | No | Use hitbox for collision instead of bounding box |
1024 | EF_FORCESKYLIGHT | No | Always use skybox lighting, regardless of model location |
Texture flags
Bit | Flag name | Description |
---|---|---|
1 | STUDIO_NF_FLATSHADE | Shade the model a single tint, without any shadowing, resulting in the model looking "flat" like a cartoon character. |
2 | STUDIO_NF_CHROME | Use matcap environment mapping to render the texture as a sphere map.
Bug:Limited to 64x64 in vanilla GoldSrc; this is fixed in Sven Co-op. Chrome resolutions higher than 256x256 tend to have diminishing returns. [todo tested in?] Note:Automatically set for any textures that contain the string
chrome somewhere in their name.Important:Setting the chrome flag via StudioMDL will also add the flatshade flag, as well as move all UV coordinates to the top-left corner (chrome doesn't use UV mapping).
|
4 | STUDIO_NF_FULLBRIGHT | Display texture at maximum brightness, ignoring lighting.
Bug:Doesn't work in vanilla GoldSrc; fixed in Sven Co-op and custom renderers. [todo tested in?] |
8 | STUDIO_NF_MIPMAPS | Generates mipmaps for the texture, greatly reducing texture aliasing at a distance. No effect in Sven Co-op, which always generates mipmaps for models, regardless of this flag. Bug:This flag was actually originally intended to disable mipmaps for a texture, but this behavior was accidentally inverted. Confirm:Allegedy fixed in 25th Anniversary Update. [todo tested in?]Tip:Recommended for most textures except alphatested ones. Due to the way textures are stored, enabling mipmaps of alphatested texture will result in the texture transparency becoming more exaggerated at a distance, with fine details like thin foliage and wire fences disappearing, and shadowing occurring around the edges occurring due to transparent texels not being dilated.
|
16 | STUDIO_NF_ALPHA | Unused? |
32 | STUDIO_NF_ADDITIVE | Use additive translucency. Still affected by entity lighting; use the Additive rendermode on an entity to ignore lighting.
Bug:Sometimes breaks normals of non-additive faces on the same mesh.
Workaround:Split the additive portions onto a different mesh, by listing it as a separate SMD with a separate $body line (usually after the main mesh).
[todo tested in?]Tip:This affects the order in which faces are loaded into the z-buffer, which can be used for manual alpha sorting. In practice, this means defining an additive chrome overlay (to simulate specular highlights) as a separate mesh after the main mesh will prevent z-fighting, even if the mesh is coplanar.
|
64 | STUDIO_NF_MASKED | Use binary alphatest transparency, wherein the last palette entry of the texture is transparent. |
In other engines
Half-Life MDLs are supported by FTE and the Unity game Codename: Loop.
External links
References
- From the GoldSrc Model Export Tutorial by The303:
In order to compile models with more than 4080 triangles, you must break up your SMD's into parts and give them their own $body lines for compiling. Also, FOR THE LOVE OF ALL THAT IS HOLY PLEASE DO NOT GO CRAZY ON YOUR TRIANGLE COUNT; remember this is goldsrc, not source engine. Going any higher than 9000 tris is excessive and direct ports from source/other games are inefficent, wasteful, and cause performance issues for the old renderer.— The303