![]() ![]() Makes the mesh glow without actually acting as a light source. Specifies a material file (*.mtr), which allow the specification of shaders, additional textures and parameters. 17 will use 0.8 0.8 0.8 if you happen to see it and wonder why an old model looks weird. Default value when omitted: (1.0, 1.0, 1.0) - although compiled models done pre- patch. If a txi file with same name is present it will be loaded as well. MTR files take precedence over image textures and may overwrite textures specified in the MDL. Specifies the texture to be used by this node. To create shadow volumes, make a group of simple triangles above the camera level and enable this flag. Instead a different kind of shadow was created where the shadow volume is rendered at an alpha value and a specific color. Light rays cannot be made specifically for a tile, as tiles can rotate. 17 will use 0.2 0.2 0.2 if you happen to see it and wonder why an old model looks weird. Valid values are floating point numbers within - 0.0 being fully transparent and 1.0 fully opaque. Alpha ¶Īlpha value controlling transparency. Trimeshes inherit all attributes from Dummys in addition to their own. They occur in some Bioware visual effects, but they behave exactly like normal dummy nodes and have the same properties. Reattachable ¶Īll non-standard node types get defauled to dummy, this might have been something Bioware was planning but the Engine ignores now. The name of another MDL file without file-extension. In addition to all properties mentioned here, reference nodes have all properties of a Dummy. They are always children of those emitters and indicate the target locations for Lightning or Bezier type emitters. These nodes are used as targets for certain emitter types. This property seems to be present for all objects, but seems to be unused. The first three values define the axis, the fourth defines an angle in radian. The rotation of this node relative to its parent, in axis-angle representation. Position of the node relative to its parent. The name of this objects the parent node. Has to have the same name as the file (minus the file extension).Dummies are used to group objects or indicate special locations to the engine like target coordinates for spells and projectiles.Įvery model always has a dummy as its first node which: Used in conjunction with supermodels this value modifies (scales) animations to avoid shearing effects which may appear when the size of objects in this model does not match the ones in the supermodel.Ī Dummy is a single point in space without any data - no geometry, no surface, no volume, nothing. the order of the objects in both files must be the same. The structure of the two models must to match, i.e. The model may overwrite any animation from its supermodel. If there is no supermodel the second parameter has to be NULL. A model may have a (super)model from which it inherits animations. This command references other model files. Classification ¶ĭetermines the type of model and influences the way objects are rendered. The model header contains data about the model itself. Leaving an empty value is considered invalid. Whenever something is explicitly not existing, like a texture or the parent of a node it must be declared as NULL. ColorsĬolors in mdl file are always defined as RGB values in the range of Null ![]() Unlike the name suggests it is irrelevant to the game engine and often times contains only the value UNKNOWN. This line is a reference to the file used by the 3D modeling program which the model was created in. ![]() Most mdl files start with a comment line indicating the date and the program used for its creation. Some model naming rules are documented here: CommentsĮvery line starting with a # is considered a comment. ![]()
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