This guide walks you through the core Crowbar workflow: take a compiledDocumentation Index
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.mdl model file, decompile it into editable QC and SMD source files, make changes, and recompile back into a working model. By the end you’ll understand the full round-trip and be ready to explore Crowbar’s more advanced options.
Prerequisites
- Crowbar is installed and running. See Installation if you haven’t set it up yet.
- You have a Source or GoldSource game installed with its modding tools (
studiomdl.exeandhlmv.exe) available. - You have a
.mdlfile you want to edit (for example,models/player/soldier.mdlfrom Team Fortress 2).
The Decompile → Edit → Compile Workflow
Set up a game profile
Before you can compile, Crowbar needs to know where your game lives. Click the Set Up Games tab and add a new game profile. Fill in:
- Game name — a label for this profile, e.g.
Team Fortress 2 - Engine — select
Sourcefor Source engine games, orGoldSourcefor Half-Life 1-era games - Game info file — path to your game’s
gameinfo.txt, e.g.C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\gameinfo.txt - Compiler — path to
studiomdl.exe, e.g....\bin\studiomdl.exe - Viewer — path to
hlmv.exe, e.g....\bin\hlmv.exe
Select a model to decompile
Click the Decompile tab. In the MDL input field, click Browse and navigate to the Crowbar reads the model header to detect the MDL format version automatically. The input field also accepts a folder path if you want to decompile every
.mdl file you want to decompile — for example:.mdl file in that folder at once.Choose output options
Under Output, select where Crowbar should write the decompiled files:
Leave QC file, Reference mesh SMD file, and Bone animation SMD files checked for a typical editing session.
- Work folder — a single folder you’ve designated as your working directory
- Subfolder (of MDL input) — creates a new subfolder next to the source
.mdlfile
| Option | What it produces |
|---|---|
| QC file | The main .qc script that describes the model |
| Reference mesh SMD file | The visible geometry as a .smd mesh file |
| Bone animation SMD files | One .smd per animation sequence |
| Physics mesh SMD file | Collision mesh (Source engine models) |
| Texture BMP files | Embedded textures (GoldSource models) |
Run the decompiler
Click Decompile. Crowbar reads the The Output list at the bottom of the Decompile tab shows every file written. Click any file in the list to open it in your default text or 3D editor.
.mdl file (and its companion .ani, .vtx, .vvd, and .phy files if present) and writes the output files to your chosen folder.For the TF2 Soldier example, you’ll see output like:Compile the model
Once you’ve made your edits to the
.qc or .smd files, switch to the Compile tab.- In the QC input field, browse to your edited
.qcfile, e.g.soldier\soldier.qc - In the Game setup dropdown, select the profile you created in Step 1
- Under Output, choose where the compiled
.mdlshould go — the default Game’s “models” folder places it directly into the game directory so you can test it immediately - Click Compile
studiomdl.exe with the correct arguments and working directory for your game. The compiled .mdl, .vtx, and .vvd files appear in the output location, and the results are shown in the output list at the bottom of the tab.Example QC File
The QC file produced by the decompiler describes the model’s name, materials, geometry, and animations. Here is a minimal example of what a decompiled QC looks like:$modelname to redirect output, add $lod blocks for level-of-detail meshes, adjust $surfaceprop, or insert new $sequence entries pointing to additional SMD animation files.
For a full reference of every decompile option — including LOD meshes, vertex animations, procedural bones, and MDL version overrides — see the Decompile tab reference.
