CLI Reference
Usage
modelconverter [options] -i <input> -o <output>
modelconverter --info -i <file>
modelconverter --validate -i <file>
modelconverter --player -i <dir> -o <output>
Options
| Flag |
Description |
-i, --input <path> |
Input model or player directory |
-o, --output <path> |
Output model or directory |
--fps <N> |
glTF animation sample rate (default 15) |
--skin |
Emit a .skin sidecar file |
--shader |
Emit a .shader sidecar file |
--shader-in <path> |
Apply an existing .shader file to the model |
--skin-in <path> |
Apply an existing .skin file to the model |
--no-auto-skin |
Don't auto-discover .skin files |
--no-auto-shader |
Don't auto-discover .shader files |
--player |
Force player-bundle mode |
--subdivide <N> |
Apply N iterations of Loop subdivision |
--decimate <R> |
QEM decimation keeping R×100% of triangles |
--gen-lods [N] |
Auto-generate N additional LOD levels (default 2) |
--gen-lod-ratios <r1,r2,...> |
Triangle-keep ratios per LOD |
--asset-root <dir> |
Add a texture search directory or .pk3 file (repeatable) |
--shader-path <dir> |
Add a shader search directory or .pk3 file (repeatable) |
--shader-depth <N> |
Max recursion depth for shader discovery (default 6) |
--info |
Print info and exit |
--validate |
Run checks and exit non-zero on issues |
-v, --verbose |
Verbose output |
-q, --quiet |
Errors only |
-h, --help |
Show help |
| Extension |
Read |
Write |
.gltf |
✓ |
✓ |
.glb |
✓ |
✓ |
.md3 |
✓ |
✓ |
.iqm |
✓ |
✓ |
.mdr |
✓ (including compressed frames) |
✓ |
Examples
# Batch convert all MD3s in a directory to GLB
for f in models/*.md3; do
modelconverter -i "$f" -o "${f%.md3}.glb"
done
# Generate LODs for a weapon model
modelconverter -i weapon.glb -o weapon.md3 --gen-lods 2
# Decimate to 50% and export
modelconverter -i highpoly.glb -o lowpoly.md3 --decimate 0.5