DoomMusic's StudioMDL 2017 V1.02

A Modding Tool for GoldSrc Engine

Attention Gamer! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending CS PRO points.
  • Post: Give CS PRO your thoughts on this Tool.
  • Vote: Help CS PRO win the Monthly Awards.
  • Rate: Give this Tool a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Tool.
  • Watch: Get notified when this Tool is updated.
Mascot

Sound fun?

Sign up

Already a Bananite? Login

Updates

Version 1.02
  • Overhaul Updated to V1.02
  • Addition Added the $protected qc command "more info in description"
CS PRO avatar
CS PRO avatar Catch Me L8r
CS:GO Ports Flag Affiliation: CS:GO Ports
Member Joined 4y
7,885 points Ranked 562nd
33 medals 3 legendary 5 rare
  • Submitted 100 Skins Medal icon
  • 30 submissions featured Medal icon
  • Reached 100 subscribers Medal icon
  • Returned 1000 times Medal icon
  • 10 submissions featured Medal icon
  • Reached 50 subscribers Medal icon
CS PRO avatar
CS PRO
CS:GO Ports Flag
CS:GO Ports
1mo

The best fixed StudioMDL so far ..

BrianObvilion (AKA DoomMusic on Sven Co-op Forums) have created new StudioMLD compiler, that fixes UV-shifting problem. Here's his original topic on SC Forums:

I've created a fixed version of the studiomdl compiler that's meant to fix the texture coordinate shifting
issue that's been present since time in memoriam. Keep in mind though, that you should keep your texture
resolutions at 512 maximum, as otherwise it will fail. You can override this with the -o command, if you're
using Xash or anything else that supports larger textures.

Part of the fix is that now textures are not resized, but put onto a larger canvas with a power of 2 resolution
closest to the original texture's resolution, but never lower. So if you have a texture with a res of 513x512, 
it will be resized to 1024x512. For this reason, it's best to resize it to 512x512 in a program like IrfanView. 
The reason this isn't done by studiomdl is that resizing 8-bit bmps without a proper algorithm, like the one in
IrfanView, will lead to artifacts in the texture. This artifact bug was present also in the original studiomdl.

To showcase the changes, this is what the original texture looked like:

And this is what the compiler will put in the model:


This studiomdl should work with any GUI compiler. Also keep in mind that in any models where you applied the
shift, you will have to re-adjust the UV coords to their intended locations.

Features(1.0):

- This version fixes the issue with bones that only have attachments being removed and causing compile errors. 
Now, if your bone has no vertexes, but it still has attachments, it will not be optimized out.
- I've removed texture coord cropping in the 0-1 range, so your texture coords can be freely set as you wish.
- Currently the largest supported texture resolution for Half-Life is 512 in each dimension. If it's larger than 
this, HL will resize it back to 512 pixels, and it might even crash.
This can be overriden by setting the -o parameter, which is useful if you are running in an environment that 
supports textures larger than 512 pixels, like Xash and so.
- $cliptotextures doesn't do anything anymore.
- It supports Sven Coop's fullbright texture flag.

Features(1.01):

- Added alpha, nomips, flatshade and chrome support for $texrendermode.
- Added the -b parameter to specify a stretch-out border when padding textures
that are not power of 2. Normally this has a value of 1. It should get rid of
any artifacts with texcoords at the edges of textures.

Fixes(1.01):

- An issue was fixed when loading in textures that are not multiples of 4 in width. The cause of this issue 
was that internally BMP stores them with the width as a multiple of 4, but studiomdl does not account for 
that when setting the bmp's width for itself

Features(1.02):

- Added the $protected qc command. This lets you specify bones which cannot
be optimized out by the compiler even if they're not used by any vertices.
Example:
$protected "Bip01 Head"

Important notice:

Altough this tool removes UV capping outside the 0-1 range, you still neeed to make sure you use power of 2 
textures if you have UV coords outside of the 0-1 range, as the padding feature will mess that up.
In general you should never use non-power of 2 textures, since Half-Life already resizes everything to power 
of 2 when loading models, which will cause loss of quality in the process.

Comparison with Sven co-op's SDK Smdl:

Original UV exported by Blender:

SC's SDK StudioMDL

DoomMusic's new Compiler:

Download

Alternate Download Locations

Posts

Share

Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share

Credits

Key Authors
DoomMusic
Creator
Original Authors
Valve
Original Broken StudioMDL

Submitter

CS PRO avatar
CS PRO avatar Catch Me L8r
CS:GO Ports Flag Affiliation: CS:GO Ports
Member Joined 4y
7,885 points Ranked 562nd
33 medals 3 legendary 5 rare
  • Submitted 100 Skins Medal icon
  • 30 submissions featured Medal icon
  • Reached 100 subscribers Medal icon
  • Returned 1000 times Medal icon
  • 10 submissions featured Medal icon
  • Reached 50 subscribers Medal icon

CS PRO avatar
CS PRO
CS:GO Ports Flag
CS:GO Ports

Redistributor
Are you the owner? Request Ownership
Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Details

Attributes

Genre
Compiling

Stats

Posts
7
Views
582
Downloads
103
Date Added
2mo
Date Modified
1mo
Date Updated
1mo

Scores

84 bScore
9.5 Rating

8 voters

Sign up to access this!

More from Submitter

WiPs by Submitter

bcp.crwdcntrl.net tracking pixel