quadrilateralcowboy/tools/Help/MVH_Misc.htm

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<P><FONT size="4"><STRONG><EM>Miscellaneous Controls</EM></STRONG></FONT></P>
<P><STRONG>Spawn Class Drop Down</STRONG></P>
<P>Collates the entity types by spawn class for easier navigation of ModView.
Whenever a new spawn class is selected, the entity type drop down box is
populated with all the entity types that have the just selected spawn class. A
loaded mesh will have the spawn class of "&lt;file&gt;".</P>
<P><STRONG>Entity Type Drop Down</STRONG></P>
<P>A list of entity types with the above selected spawn class. Whenever an entity
type is selected, the associated mesh is loaded and displayed. The def file is
parsed and the relevant animations are added to the "Animations Available" list
view box. A loaded mesh will have the entity type of it's filename within
chevrons. eg. "&lt;models/md5/meshes/player.md5mesh&gt;".</P>
<P><STRONG>Animations Available List</STRONG></P>
<P>This lists the animations found in the def file. You can select one or many and
move them to the current animation sequence with the "&gt;&gt;" button to the
right of this list. If an animation will not go to the sequence window, then it
was not found or there was some other problem with it. Loaded animations will
go here as their filename, and also to the "Animations Loaded" list. These
loaded animations will be remembered as associated to this spawn class/entity
type combination as long as ModView is running.</P>
<P><STRONG>Animations Loaded List</STRONG></P>
<P>This is the list of animations that have been successfully loaded and can be
played or stepped through using the toolbar controls. Unchecking a particular
animation in the list will temporarily disable the playback of this animation
in the sequence. Selecting one or more animations and pressing the delete key
will remove them from the list permenantly; that is, until you re add them from
the "Animations Available" list.</P>
<P><STRONG>Animation Frame Slider &amp; Text</STRONG></P>
<P>The slider displays the current frame of animation in the current sequence of
animations and takes into account deleted and disabled animations. Hitting
either end of the slider acts the same as pressing the stop toolbar control but
steps one frame at a time in the desired direction. Hitting the slider bar
either side of the button advances the animation ten frames in the desired
direction. The slider button can be dragged to&nbsp;a specific frame. The text
above this slider shows the exact frame number out of how many frames, and the
current playing animation in brackets.</P>
<P><STRONG>Timescale Slider</STRONG></P>
<P>The slider sets the global speed of the animation playback. It defaults to 1.0
and can go from the minimum of 0.02 to the maximum of 2.0 (double the playback
speed).</P>
<P><STRONG>Light Intensity Sliders</STRONG></P>
<P>There are six lights surrounding the model and these sliders adjust their
brightness. The range is from 0 (completely black) to 255 (bright white). The
starting default is 128 (medium grey). There are no current options for
multicoloured lights.</P>
<P>&nbsp;</P>
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