quadrilateralcowboy/tools/Help/MVH_Overview.htm
2020-06-12 14:06:25 -07:00

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<title>Overview</title>
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<p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
normal'><span style='font-size:14.0pt'>Overview<o:p></o:p></span></i></b></p>
<p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
normal'><span style='font-size:14.0pt'><o:p>&nbsp;</o:p>
</span></i></b></p>
<p class="MsoNormal"><span class="SpellE">ModView</span>
is a tool to view Doom3/Quake4 models and animations. It supports any format
that the Doom3 engine can import.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal">There are two main ways to view models in this tool.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal"><i style='mso-bidi-font-style:normal'>1. Directly from files.<o:p></o:p></i></p>
<p class="MsoNormal">Use the open mesh toolbar button to load up an MD5MESH, LWO or
ASE file. The model will be displayed in the view window with all the assets
the game can find.</p>
<p class="MsoNormal">Use the open animation toolbar button to load up an MD5ANIM
file. Hit the play toolbar button to see the model with that animation. If the
model has no bones, or the animation was not defined for that mesh, then
unpredictable results will happen.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal"><i style='mso-bidi-font-style:normal'>2.
<span class="GramE">Via</span>
def files<o:p></o:p></i></p>
<p class="MsoNormal">Use the <20>Spawn Class<73> drop down list to pick a spawn
<span class="GramE">class,</span>
this will populate the <20>Entity Type<70> drop down list with every entity type that
has that spawn class. Select your desired entity type from that list and the
mesh will be loaded up for that entity type. The animations in the def file for
that entity type will appear in the <20>Animations Available<6C> list view box. Add
these to the animation sequence using the &gt;&gt; button. Hit play to view
them.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal">Loaded files have the spawn class of &lt;file&gt; and the
entity type of &lt;mesh name&gt;. Within sessions, any loaded animations for a
particular mesh will be remembered.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal">Sounds based on frame commands will play when loading a model
through the def file system.
<span class="GramE">Directly loaded files will
not as they do not have the def file information.</span>
However, this means a def file is not required to load up and view a model.</p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
<p class="MsoNormal"><o:p>&nbsp;</o:p></p>
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