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I'm not entirely sure if this happens with models compiled by other model compilers as I use Sven Co-op's StudioMDL for pretty much every model I've done for GoldSRC, due to the fact it's much more updated and fixes some issues with Half-Life's StudioMDL, but yeah the mdldec program in the repo has issues with UV shifting that affects Sven Co-op's StudioMDL by a lot.
I have some images that shows the UV misalignment issues, it's a comparison between a model compiled using the source files of a Sven Co-op playermodel I made 2 years ago and the same model compiled from what MDLDec outputted.
Original Model (UVs):
Decompiled version (UVs):
Since Sven Co-op's StudioMDL supports UV Tiling, you can see that the UVs get offset to the right by a substantial amount, for comparison this is what the UVs look like when you compile the model using Half-Life's StudioMDL from what MDLDec outputted:
Since Half-Life's StudioMDL doesn't support UV tiling, it keeps the UVs inside the texture, which causes it to look better than what Sven Co-op's StudioMDL had given me as a result.
The text was updated successfully, but these errors were encountered:
PostScriptReal
changed the title
[MDLDec] Decompiling models that are compiled by Sven Co-op's StudioMDL causes UV to shift
[MDLDec] Decompiling models that are compiled by Sven Co-op's StudioMDL causes UVs to shift
Feb 6, 2025
I'm not entirely sure if this happens with models compiled by other model compilers as I use Sven Co-op's StudioMDL for pretty much every model I've done for GoldSRC, due to the fact it's much more updated and fixes some issues with Half-Life's StudioMDL, but yeah the mdldec program in the repo has issues with UV shifting that affects Sven Co-op's StudioMDL by a lot.
I have some images that shows the UV misalignment issues, it's a comparison between a model compiled using the source files of a Sven Co-op playermodel I made 2 years ago and the same model compiled from what MDLDec outputted.
Original Model (UVs):
Decompiled version (UVs):
Since Sven Co-op's StudioMDL supports UV Tiling, you can see that the UVs get offset to the right by a substantial amount, for comparison this is what the UVs look like when you compile the model using Half-Life's StudioMDL from what MDLDec outputted:
Since Half-Life's StudioMDL doesn't support UV tiling, it keeps the UVs inside the texture, which causes it to look better than what Sven Co-op's StudioMDL had given me as a result.
The text was updated successfully, but these errors were encountered: