Post

If there's any features you want in StudioMDL, please tell me! Since I have a custom version of it, which is basically at Sven Co-op levels in terms of vanilla GoldSrc. I can add pretty much anything. So for example, I may begin working on adding support for pretty much every 3D model format out there, so you can export to OBJ and be able to reference it in your QC and it'll just work.

(Edited)
simbl

Does it have bigger face limit? I once tried to compile a huge piece of geometry I made into an mdl using Ertys Map2Prop and it wouldn't work because of studiomdls limits.

UnBeatWater

I haven't tried raising any limits yet, I just simply don't want to break vanilla compatibility. But I think I'll try raising the limits, at some point. I've mainly been working on bug-fixing this whole time (and quite a lot of it won't even matter on Windows).

king sans

it'd be nice if there was something for hitboxes that worked like the $jointsurfaceprop on the source engine but instead it was for hitbox groups for the automatic hitboxes, like you define a hitboxgroup and a bone name and all of its children will have that hitboxgroup, something like $jointhitboxgroup 2 "bone-left-upperarm" and then all of its children would also have that hitboxgroup. basically just being able to set the hitbox group f or bones while still letting the actual hitboxes themselves be automatically generated would be useful.

UnBeatWater

I'll see if I can implement that, probably wouldn't be the hardest thing to do.

UnBeatWater

Okay, so I know what I need to do, I know how hitboxes are generated (didn't look at that part of the code before, it is in the function that optimizes the model for the engine). So I basically just need to implement it now.

Reply to UnBeatWater
UnBeatWater

It seems to already exist! :^) Just use $hgroup I believe.

Reply to UnBeatWater
UnBeatWater

I'll still keep your request in mind, since you never know when things work differently :^)