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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> </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> </o:p></p>
- <p class="MsoNormal">There are two main ways to view models in this tool.</p>
- <p class="MsoNormal"><o:p> </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> </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 “Spawn Class” drop down list to pick a spawn
- <span class="GramE">class,</span>
- this will populate the “Entity Type” 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 “Animations Available” list view box. Add
- these to the animation sequence using the >> button. Hit play to view
- them.</p>
- <p class="MsoNormal"><o:p> </o:p></p>
- <p class="MsoNormal">Loaded files have the spawn class of <file> and the
- entity type of <mesh name>. Within sessions, any loaded animations for a
- particular mesh will be remembered.</p>
- <p class="MsoNormal"><o:p> </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> </o:p></p>
- <p class="MsoNormal"><o:p> </o:p></p>
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