The model converter is a command-line tool which can import MDL, MD2, or MD3 models, and export to MDL or MD2.
modelconv [options] -i infilename outfilename Output format is specified by the file extension of outfilename. Options: -i filename specify the model to load (required). -notex remove all existing skins from model after importing. -tex filename replace the model's texture with the given texture. This is required for any texture to be loaded onto MD2 or MD3 models (the program doesn't automatically load external skins). Supported formats are PCX, TGA, and JPEG. -texwidth # see below -texheight # resample the model's texture to the given dimensions. -skinpath x specify the path that skins will be exported to when exporting to md2 (e.g. "models/players"). Should not contain trailing slash. If skinpath is not specified, skins will be created in the same folder as the model. -flags # set model flags, such as rocket smoke trail, rotate, etc. See Quake's defs.qc for a list of all flags. -synctype x set synctype flag, only used by Quake. The valid values are sync (default) and rand. -offsets_x # see below -offsets_y # see below -offsets_z # set the offsets vector, which only exists in the MDL format and is not used by Quake. It's only supported here for reasons of completeness. -renormal recalculate vertex normals. -rename_frames rename all frames to "frame1", "frame2", etc. -force force "yes" response to all confirmation requests regarding overwriting existing files or creating nonexistent paths.Examples:
modelconv -i tris.md2 out.mdlConverts the model tris.md2 to out.mdl. All textures will be converted to the Quake palette (properly taking fullbrights into account).
modelconv -i model.md3 -tex texture.jpg -texwidth 300 -texheight 200 out.mdlImports the model model.md3, loads into it the image texture.jpg (resampled to 300x200), and exports it to MDL, converting the texture to the Quake palette.
The model viewer is currently very basic. It has no GUI and no animation playback controls. It simply loops through all animations in the model. You can move the camera by moving the mouse while the left mouse button is held, and zoom in and out by using the mouse wheel. Press SPACEBAR to toggle "pause lighting", which will stop the light source from following the camera. Press SLASH to cycle through the skins in the model, if it has more than one.
viewer [options] filename Options: -tex filename replace the model's texture with the given texture. This is required for any texture to be loaded onto MD2 or MD3 models (the program doesn't automatically load external skins). Supported formats are PCX, TGA, and JPEG. -width # see below -height # specify the video resolution of the window. The default is 640x480. The window is resizeable when the program is running. -bpp # specify the bits-per-pixel resolution. Valid values are 16 or 32 (default). -frame # specify a single frame to view. If this frame index refers to a framegroup, that framegroup will be animated. -texturefiltering enable bilinear texture filtering (smoothed texture). The default is nearest-neighbour sampling, which looks "blocky" (similar to software-rendered engines). -firstperson attach the model the view, as the gun models in Quake. -nolerp don't interpolate the vertex positions when animating. -wireframe enable wireframe rendering.