-`modeldecompile` is a powerful command, decompiles any model format (DPM, IQM, MD3, ...).
+`modeldecompile` is a powerful command, decompiles any model format (DPM, MDL, IQM, MD3, BSP, ...).
-[**LegendGuard**](https://gitlab.com/LegendaryGuard) discovered something magical, if you put the .dpm file and .dpm.framegroups file (also, .iqm, .iqm.framegroups, md3...) in
+[**LegendGuard**](https://gitlab.com/LegendaryGuard) discovered something magical, if you put the .dpm file and .dpm.framegroups file (also .iqm, .iqm.framegroups, ...) in
<br/> (`darkplaces_game` can be `xonotic`, `quake`, `wrath` or any DarkPlaces game)
- Windows: `%USERPROFILE%\Saved Games\darkplaces_game\data\` <br/>
- Linux: `~/.darkplaces_game` <br/>
```
What that legendary method does is setting the initial keyframe to `1` and `9999` the last keyframe, we can know `9999` doesn't exist but reaches into a limit. (ignore `30` (means fps) and `0` (means nonloop, if `1` means loopable)).
-In the game, execute `modeldecompile any_model.dpm` (any_model.iqm, any_model.md3, ...).
+In the game, execute `modeldecompile any_model.dpm` (any_model.iqm, any_model.md3, any_model.mdl, ...).
<img src="uploads/6140abcafb7b60cb154b43ce5e835105/image.png" alt="model_decompile_okrobot1_xon" width=760 />
<br/>
After that, go to the data directory where the files were decompiled.
-Use the SMD files to import into [Blender](https://www.blender.org/) using [Blender Source Tools](http://steamreview.org/BlenderSourceTools/) addon.
-First, import the mesh (`ref1.smd`) with the Bone Append Mode set to "Make New Armature" and "Import Animations" option disabled.
+Use the SMD files to import into [Blender](https://www.blender.org/) using [Blender Source Tools](http://steamreview.org/BlenderSourceTools/) addon.
+
+First, import the mesh (`ref1.smd`) with the Bone Append Mode set to "Make New Armature" and "Import Animations" option disabled. <br/>
After, select the armature of the imported model (orange highlighted) and import other SMD file (`groupified_0_anim.smd`), before that, set the Bone Append Mode to "Validate Against Target" and enable "Import Animations" option. The animations in one action are applied to the armature.
Result (video): https://streamable.com/1egthv