-`modeldecompile` is a powerful command, decompiles any model format (DPM, IQM, MD3, ...).
+`modeldecompile` is a powerful command that decompiles any model format (DPM, MDL, IQM, MD3, BSP, etc...) to OBJ. It's available in any Darkplaces game including Xonotic and can decompile any model (weapon, player or any object/entity) present in the game filesystem (in the game installation directory and in the `data` directory inside [your user directory](http://www.xonotic.org/faq/#config).
-[LegendGuard](https://gitlab.com/LegendaryGuard) discovered something magical, if you put the .dpm file and .dpm.framegroups file (also, .iqm, .iqm.framegroups, md3...) 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/>
-- Mac: `~/Library/Application Support/darkplaces_game`
-- Or in `darkplaces_game-data.pk3dir` directory.
+Usage example: `modeldecompile models/weapons/v_crylink.md3`
-the tool decompiles the mesh and the animations of a model in one action (the animations aren't distributed per actions).
-
-No matter if the model is a weapon, a player or any object/entity.
+It decompiles the mesh and the animations of a model in one action (the animations aren't distributed per actions).
An example of a .framegroups file from a player model (`okrobot1.dpm.framegroups`):
```
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
-The actions can be created with the imported one to separate the keyframes of every animation.
-<br/>
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+The actions can be created with the imported one to separate the keyframes of every animation.
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