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8                         <title>Overview</title> 
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39                         <p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
40 normal'><span style='font-size:14.0pt'>Overview<o:p></o:p></span></i></b></p>
41                         <p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
42 normal'><span style='font-size:14.0pt'><o:p>&nbsp;</o:p>
43                                                 </span></i></b></p>
44                         <p class="MsoNormal"><span class="SpellE">ModView</span>
45                                 is a tool to view Doom3/Quake4 models and animations. It supports any format 
46                                 that the Doom3 engine can import.</p>
47                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
48                         <p class="MsoNormal">There are two main ways to view models in this tool.</p>
49                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
50                         <p class="MsoNormal"><i style='mso-bidi-font-style:normal'>1. Directly from files.<o:p></o:p></i></p>
51                         <p class="MsoNormal">Use the open mesh toolbar button to load up an MD5MESH, LWO or 
52                                 ASE file. The model will be displayed in the view window with all the assets 
53                                 the game can find.</p>
54                         <p class="MsoNormal">Use the open animation toolbar button to load up an MD5ANIM 
55                                 file. Hit the play toolbar button to see the model with that animation. If the 
56                                 model has no bones, or the animation was not defined for that mesh, then 
57                                 unpredictable results will happen.</p>
58                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
59                         <p class="MsoNormal"><i style='mso-bidi-font-style:normal'>2.
60                                         <span class="GramE">Via</span>
61                                         def files<o:p></o:p></i></p>
62                         <p class="MsoNormal">Use the \93Spawn Class\94 drop down list to pick a spawn
63                                 <span class="GramE">class,</span>
64                                 this will populate the \93Entity Type\94 drop down list with every entity type that 
65                                 has that spawn class. Select your desired entity type from that list and the 
66                                 mesh will be loaded up for that entity type. The animations in the def file for 
67                                 that entity type will appear in the \93Animations Available\94 list view box. Add 
68                                 these to the animation sequence using the &gt;&gt; button. Hit play to view 
69                                 them.</p>
70                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
71                         <p class="MsoNormal">Loaded files have the spawn class of &lt;file&gt; and the 
72                                 entity type of &lt;mesh name&gt;. Within sessions, any loaded animations for a 
73                                 particular mesh will be remembered.</p>
74                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
75                         <p class="MsoNormal">Sounds based on frame commands will play when loading a model 
76                                 through the def file system.
77                                 <span class="GramE">Directly loaded files will
78 not as they do not have the def file information.</span>
79                                 However, this means a def file is not required to load up and view a model.</p>
80                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
81                         <p class="MsoNormal"><o:p>&nbsp;</o:p></p>
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