-`modeldecompile` is a powerful command, decompiles any model format (DPM, IQM, MD3, BSP, ...).
+`modeldecompile` is a powerful command, decompiles any model format (DPM, MDL, IQM, MD3, BSP, ...).
-[**LegendGuard**](https://gitlab.com/LegendaryGuard) discovered something magical, if you put the .dpm file and .dpm.framegroups file (also, .iqm, .iqm.framegroups, md3...) in
+[**LegendGuard**](https://gitlab.com/LegendaryGuard) discovered something magical, if you put the .dpm file and .dpm.framegroups file (also .iqm, .iqm.framegroups, ...) in
<br/> (`darkplaces_game` can be `xonotic`, `quake`, `wrath` or any DarkPlaces game)
- Windows: `%USERPROFILE%\Saved Games\darkplaces_game\data\` <br/>
- Linux: `~/.darkplaces_game` <br/>
```
What that legendary method does is setting the initial keyframe to `1` and `9999` the last keyframe, we can know `9999` doesn't exist but reaches into a limit. (ignore `30` (means fps) and `0` (means nonloop, if `1` means loopable)).
-In the game, execute `modeldecompile any_model.dpm` (any_model.iqm, any_model.md3, ...).
+In the game, execute `modeldecompile any_model.dpm` (any_model.iqm, any_model.md3, any_model.mdl, ...).
<img src="uploads/6140abcafb7b60cb154b43ce5e835105/image.png" alt="model_decompile_okrobot1_xon" width=760 />
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