DecompMDL is a tool for decompiling file formats used by GoldSrc (the Half-Life engine).
If you are new to Half-Life modding, it's recommended that you check out TWHL's Tools & Resources page for information on editing & compiling of its various file formats.
You can find up-to-date Windows builds or report issues by visiting the GitHub repository.
Meshes & animations are converted to SMD files, which can be imported into various modeling suites, such as Blender via Blender Source Tools. Textures are converted to bitmaps. The studiomdl script is stored in a QC file.
Frames are converted to bitmaps. The sprgen script is stored in a QC file.
Textures can be extracted from both WADs & BSPs containing embedded textures. They will be converted to bitmaps. Use the "-pattern" option, followed by a string, to extract only textures containing the specified substring.
All that's needed is a path to the desired input file. Everything else is optional.
Usage:
decompmdl [options...]
<input file> [<output directory or QC file>]
Options:
-help Display this message & exit.
-cd <path> Sets the data path. Defaults to ".".
If set, data will be placed relative to root path.
-cdtexture <path> Sets the texture path, relative to data path.
Defaults to "./maps_8bit" for models, & "./bmp"
for everything else.
-cdanim <path> Sets the animation path, relative to data path.
Defaults to "./anims".
-pattern <string> If set, only textures containing the matching
substring will be extracted from WADs & BSPs.
-info [<string>] File info will be printed. No decompiling will occur.
A comma separated list of following arguments may be
added to print extra info: "acts" "events" "bodygroups"
If the input file is a WAD or BSP, the optional string
will instead act identically to the "-pattern" option.