Revision Difference
Structures/ModelInfo#564479
<structure>
<realm>Shared and Menu</realm>
<description>
Table returned by <page>util.GetModelInfo</page>.
</description>
<fields>
* <page></page> **** - ⤶
* <page></page> **** - ⤶
* <page></page> **** - ⤶
* <page></page> **** - ⤶
* <page></page> **** - ⤶
⤶
<item name="SkinCount" type="number">Identical to <page>Entity:SkinCount</page>.</item>⤶
<item name="SkinCount" type="number">Identical to <page>Entity:SkinCount</page>.</item>⤶
<item name="KeyValues" type="string">Valve key-value formatted info about the model's physics (Constraint Info, etc). This is limited to 4096 characters.
This data can be parsed into a Lua table via <page>util.KeyValuesToTablePreserveOrder</page></item>
<item name="ModelKeyValues" type="string">Valve key-value formatted info about the model (`$keyvalues` command in the `.qc` of the model), if present.
Can describe things like health of a prop, flammability, etc.</item>
<item name="MeshCount" type="number">Number of meshes the model has. This could be 0 for animation only models.</item>
<item name="BoneCount" type="number">Number of bones the model has.</item>
<item name="Flags" type="number">Model flags. See [this page on Valve Developer Wiki](https://developer.valvesoftware.com/wiki/MDL#Model_flags) for explanation of each one.</item>
<item name="StaticProp" type="boolean">Whether the model is meant to be a static prop (checks a specific model flag)</item>
⤶
<item name="MaterialCount" type="number" added="2025.04.01">Number of materials used by this model.</item>⤶
<item name="SequenceCount" type="number" added="2025.04.01">Number of sequences the model has.</item>⤶
<item name="AttachmentCount" type="number" added="2025.04.01">Number of attachments the model has.</item>⤶
<item name="ModelName" type="string" added="2025.04.01">Name of the model, as embedded in the model file itself. This may be different from the model path of the model on disk.</item>⤶
<item name="Version" type="number" added="2025.04.01">Model version. This should be 48 most of the time, but can be different from mountable games.</item>⤶
<item name="Checksum" type="number" added="2025.04.01">Checksum (CRC32) of the model. This value should be identical across all files for the same model. (.vtx, .mdl, .vvd, etc.)</item>⤶
<item name="SurfacePropName" type="string" added="2025.04.01">Name of the surface property for this model. See <page>util.GetSurfaceData</page> for more details about what they are.</item>⤶
⤶
<item name="EyePosition" type="Vector" added="2025.04.01">If present, position of the eyes of the model, for NPCs.</item>⤶
<item name="IllumPosition" type="Vector" added="2025.04.01">Illumination position for the model, for cases where the model root would be potentially outside of the world.</item>⤶
<item name="HullMin" type="Vector" added="2025.04.01">Mins of the model's bounding box.</item>⤶
<item name="HullMax" type="Vector" added="2025.04.01">Maxs of the model's bounding box.</item>⤶
⤶
<item name="Attachments" type="table" added="2025.04.01">A list of attachments the model has.⤶
⤶
Each attachment is a table with the following info:⤶
* Name⤶
* Bone⤶
* Offset⤶
</item>⤶
<item name="Bones" type="table" added="2025.04.01">A list of bones the model has. Please node that the keys of this table are **not** bone IDs, it's just a list, <validate>but it might be safe to assume the keys are (BoneID-1) due to Lua table indexes starting at 1.</validate>.⤶
⤶
Each bone in the list has the following fields:⤶
* Name⤶
* Parent⤶
* Flags⤶
* PhysObj⤶
* SurfacePropName⤶
* Position⤶
* Angle⤶
</item>⤶
<item name="Sequences" type="table" added="2025.04.01">A list of sequences the model has, including the ones from `$includemodel`s.⤶
⤶
Each sequence is a table with the following info:⤶
* Name⤶
* Activity⤶
</item>⤶
<item name="Materials" type="table<string>" added="2025.04.01">A list of materials the model uses, across all its meshes.</item>⤶
<item name="MaterialDirectories" type="table<string>" added="2025.04.01">A list of folders the game will look in for the **Materials**.</item>⤶
</fields>
</structure>