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<H2> 4.4 Quake Model Converter (<CODE>mdl2spr</CODE>) </H2>
<!--docid::SEC154::-->
<P>
<EM>By Nathaniel Saint Martin, <A HREF="mailto:noote@bigfoot.com">noote@bigfoot.com</A>.
Back seam fix and skin resizing by Seth Galbraith,
<A HREF="mailto:sgalbrai@linknet.kitsap.lib.wa.us">sgalbrai@linknet.kitsap.lib.wa.us</A>.
Project overhauled by Eric Sunshine, <A HREF="mailto:sunshine@sunshineco.com">sunshine@sunshineco.com</A>.</EM>
</P><P>
`<TT>mdl2spr</TT>' is a model converter for Quake1 MDL and Quake2 MD2
files. It converts these files into Crystal Space's sprite format. If the
Quake1 MDL contains skins, they are extracted and saved as PNG image
files. If skin height or width is not a power of two, it will be resized.
</P><P>
<A NAME="SEC155"></A>
<H3> Usage </H3>
<!--docid::SEC155::-->
<P>
`<TT>mdl2spr</TT>' is invoked from the command line, and is given the name of an
input `<TT>.mdl</TT>' or `<TT>.md2</TT>' model file, as well as the name of the
desired output sprite file.
</P><P>
<TABLE><tr><td> </td><td class=example><pre>mdl2spr [<VAR>options</VAR>] <VAR>model-file</VAR> <VAR>output-sprite-name</VAR>
</pre></td></tr></table></P><P>
Both `<SAMP><VAR>model-file</VAR></SAMP>' and `<SAMP><VAR>output-sprite-name</VAR></SAMP>' are required.
`<SAMP><VAR>model-file</VAR></SAMP>' is the filename of the input `<TT>.mdl</TT>' or
`<TT>.md2</TT>' model file, and `<SAMP><VAR>output-sprite-name</VAR></SAMP>' is the name of the
output sprite without the trailing `<TT>.spr</TT>' extension (which will be
appended automatically by `<TT>mdl2spr</TT>').
</P><P>
If a skin is extracted from a MDL file, then it will be written to a file
named `<TT><VAR>output-srite-name</VAR>.png</TT>'. If more than one skin exists within
the model, then each skin will be placed in its own PNG file and a number
(and possibly letter) will be appended to the sprite name before the
`<TT>.png</TT>' extension.
</P><P>
Here is a summary of the options understood by `<TT>mdl2spr</TT>':
</P><P>
<DL COMPACT>
<DT><CODE>-h</CODE>
<DD>Display usage and option summary.
<P>
<DT><CODE>-s <<VAR>float</VAR>></CODE>
<DD>Set the global scale of model based upon the floating point number
`<SAMP><VAR>float</VAR></SAMP>'. Default is 0.025.
<P>
<DT><CODE>-d <<VAR>int</VAR>></CODE>
<DD>Specify the frame delay in Quake ticks from `<SAMP><VAR>int</VAR></SAMP>' for frames which
don't otherwise have a built-in delay. Default is 100.
<P>
<DT><CODE>-n</CODE>
<DD>Disable automatic naming of action frame sets. Enabled by default.
<P>
<DT><CODE>-x <<VAR>float</VAR>></CODE>
<DD>Set center of sprite on X axis from `<SAMP><VAR>float</VAR></SAMP>'. Default is 0.0.
<P>
<DT><CODE>-y <<VAR>float</VAR>></CODE>
<DD>Set center of sprite on Y axis from `<SAMP><VAR>float</VAR></SAMP>'. Default is 0.0.
<P>
<DT><CODE>-z <<VAR>float</VAR>></CODE>
<DD>Set center of sprite on Z axis from `<SAMP><VAR>float</VAR></SAMP>'. Default is 0.0.
<P>
<DT><CODE>-r</CODE>
<DD>Disable automatic power-of-2 skin resizing. Enabled by default. This option
only applies to Quake1 MDL files (not Quake2 MD2 files).
</DL>
<P>
<A NAME="SEC156"></A>
<H3> Future Plans </H3>
<!--docid::SEC156::-->
<P>
This is a list of planned future enhancements to `<TT>mdl2spr</TT>'.
</P><P>
<UL>
<LI>
Add a command-line option so user can manually specify a replacement
`<TT>palette.lmp</TT>' file rather than using the built-in one.
</UL>
<P>
<A NAME="Tutorials"></A>
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