This article's documentation is for the "GoldSrc" engine. Click here for more information.

StudioMDL (GoldSrc)

From Valve Developer Community
Jump to: navigation, search


This article or section is a stub. You can help by adding to it.

English (en)
Dead End - Icon.png
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024

Under construction icon-blue.png
This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page

StudioMDL is the commandline compiler for GoldSrc modelfiles. You can either run it via the command line or drag and drop a .QC file onto it, or ideally use Crowbar Crowbar as your GUI.

Command line arguments

  • -t <texture.bmp> : Globally replaces all textures in model with specified one.
  • -r Tags reversed normals in compile output console; example: triangle reversed (0.748195 0.949818 0.839380)
  • -a <angle> : set vertex normal blend angle override.
  • -h Dump hitbox information to compile console; example: $hbox 0 "atm" -10.49 -15.81 0.00 10.49 15.81 91.87


  • 2002 - Half-Life SDK release (cannot compile Counter-Strike models or use 9-wayblends)
  • 2003 - Counter-Strike version, allows for compilation of 9-way blending feature
  • 2003 - Day Of Defeat version adds support for Masked transparency and Additive $texrender modes for textures
  • 2011 - Xash3d studiomdl adds support for Xash3d specific features and texture tiling
  • 2017 - "DoomMusic" version has better UV accuracy, and adds bone preservation feature
  • 2016~2019 - Sven-Coop compiler allows for UV accuracy, UV tiling, bone and attachment preservation features, sven specific features like higher texture & chrome mode sizes. Also added additional $texrender mode commands. Can be used for regular halflife as long as you don't use the higher resolution features

External Links