Talk:MDL
Model format
- By way of explanation, I'm working on fleshing out format information, since I have to parse MDL files for PackBsp. This should also provide some insight on how shared stuff (like *_shared.mdl files) are pulled in. (Via $includemodel, I bet.) Terr 04:34, 21 August 2010 (UTC)
model animation libraries
Several NPCs also make use of additional .mdl files to hold animation data. Usually the NPC classname is appended with a descriptive label, such as:
- _animations.mdl or _anims.mdl
- _gestures.mdl
- _postures.mdl
- _ss.mdl (scripted sequence?)
- _shared.mdl
These are obviously MDL files that do not fit the description in the article. Perhaps someone who understand model animation system could explain their relevance ? --Beeswax 19:50, 16 Mar 2008 (PDT)
There are also ANI files : eg classname.ani, which I guess also contain animation data ... my guess is that a .ani file is structurally the same as a .mdl file, with the different extension used only to differentiate 'world.mdls' from 'animation_data.mdls' ? ie is there a functional difference between combine_strider.ani file and combine_strider_animations.mdl or is this just a legacy / coding style anomaly ? --Beeswax 08:38, 18 Mar 2008 (PDT)
Presumably all these animation libraries are @includes in the 'root' classname.mdl? I guess having several, smaller, 'specialist' animation libraries means the in-game model only loads the _animations.mdl (etc.) file as required; lightening the RAM load? --Beeswax 08:38, 18 Mar 2008 (PDT)
props_combine/health_charger001.mdl has no (obviously) associated .ani or _animations.mdl (etc.), so where does it keep its animation data? --Beeswax 08:38, 18 Mar 2008 (PDT)
merge Model with MDL
see Talk:Model --Beeswax 10:59, 6 Apr 2008 (PDT)
The differences in the formats
I suggest, by analogy with the article on BSP, write about the differences between different versions of the format.
- Well, for one, in the Potral 2 models (IDST1), the name only has 40 characters, not 64. --Tustin2121 22:06, 18 April 2013 (PDT)