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StudioRMDL

A model compiler for Apex Legends Season 3 Models (RMDL v54 subversion 10) for R5Valkyrie.

Warning

Notice: StudioRMDL is not complete, issues and other bugs may arise. Please open an issue and be descriptive with your issue and how to recreate it

Features

  • RUI Meshes: Allows for RUI Meshes to be compiled into models
  • Complete Compilation: Compiles straight to RMDL, VG and PHY (if applicable)
  • Animation Conversion: StudioRMDL can convert animations from the SMD into rseq and rig
  • VMT/SKNP TEXTURES: StudioRMDL can null the texture slots so it falls back to the old valve VMT system
  • RUI DUMPING: Included Python script that can dump RUI Meshes from RMDL's for use

Usage

Basic usage

studiormdl.exe -game <gamedir> mymodel.qc

Note : -game is not required and can be used standalone

studiormdl.exe mymodel.qc

Supported QC commands

All standard studiomdl QC commands work normally. The following are specific to this build or have Apex-specific behaviour:

$ruimeshfile (Apex-specific)

$ruimeshfile "mymodel.rui"

Embeds a .rui RUI-mesh file into the RMDL. Only needed for models that have Respawn UI panels attached to bones (e.g. weapon stat displays, ammo counters). Most models don't need this — omit it for props and regular weapons.

$renamematerial rather than $cdmaterials

$cdmaterials work fine if you have a single material or multiple materials have that you want to be in the same material dir, however using if you need to have them in different directories, use $renamematerials as shown below

$renamematerial "mc_mtl_p7_zm_vending_pap_frame_right" "models\zombies\vending_pap_frame_right_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_frame_left" "models\zombies\vending_pap_frame_left_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_side_inside" "models\zombies\vending_pap_side_inside_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_top_main" "models\zombies\vending_pap_top_main_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_top" "models\zombies\vending_pap_top_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_front_side" "models\zombies\vending_pap_front_side_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_bottom_back" "models\zombies\vending_pap_bottom_back_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_packapunch" "models\zombies\vending_packapunch_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_logo" "models\zombies\vending_pap_logo_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_packapunch_sign" "models\zombies\vending_packapunch_sign_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_leather" "models\zombies\vending_pap_leather_rgdp"
$renamematerial "mc_mtl_p7_zm_vending_pap_roller" "models\zombies\vending_pap_roller_rgdp" 

Dumping RUI Meshes

Using the rmdl_dump_rui.py on a existing RMDL with an RUI mesh on it, like the ptpov_97 or ptpov_vinson, you can get the .rui out of it

rmdl_dump_rui.py ptpov_97.rmdl ptpov_97.rui

Command Line Args

There are a few command line args that change the output of StudioRMDL, notably

  • -vmtext - sets all the texture slots to 0x0 so they use VMTs instead of Apex Materials
  • -convertanims converts the mdl/smd anims to rseq and rrig, you need to use it with -sp (sequence path) and -rp (rig path) as shown below as an example
studiormdl.exe my_model.qc -convertanims -rp animrig/<usage of model>/<model name> -sp animseq/<usage of model>/<model name> 

R99 as an example

studiormdl.exe ptpov_97.qc -convertanims -rp animrig/weapons/r97 -sp animseq/weapons/r97 

Credits

StudioRMDL wouldn't be possible without these people and their work:

  • rmdlconv by rexx – model conversion tool for Source & Respawn MDL formats (used for RMDL export logic)
  • R5-AnimConv by someoneatemylastsliceofpizza – animation converter for mdl animations to rseq/rrig, referenced for animation conversion.
  • Resource Templates by Rika – templates for models, animations, and rigs

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Model Compiler for Apex Legends (RMDL v54 subversion 10)

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