Footprints are not embedded fully in the model. Consider a simple model, BoltImpact.MDX, the sound it uses is an "Event Object" which is essentially a note that tells WC3 to play a sound at a specific point in a units animation. Convert BoltImpact.MDX to an MDL file. At the
very bottom of the MDL file you'll see this:
EventObject "SNDXAOLB" {
ObjectId 29,
EventTrack 1 {
33,
}
Sound objects use SND as the prefix. If you delete this block of the MDL you would effectively be deleting the queue for the sound, and it wont play.
How does this apply to footprints? Footprints use the same event queues as sounds,
but their prefix is FPT. So find in the EVENTOBJECT block anything with FPTX???? and delete them, convert it back to MDX and you will
in theory have stopped the unit from creating footprints.
Also, I think that flagging a units Movement Type in the WE as Hover or Float or Fly or whatever it is negates footprint Event Objects. Try that first.
The guts, bloodsplatters, etc... are truely embedded in the model. I dont think MDL modeling will allow you to remove them. You can
in theory prevent this by making the unit leave no corpse. You could do this by flagging it as "Doent decay, unraisable." In the WE. Thats not the exact wording the WE uses, but its similar.
Hope this works.[/b]