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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> </o: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> </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> </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> </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 >> button. Hit play to view
70 <p class="MsoNormal"><o:p> </o:p></p>
71 <p class="MsoNormal">Loaded files have the spawn class of <file> and the
72 entity type of <mesh name>. Within sessions, any loaded animations for a
73 particular mesh will be remembered.</p>
74 <p class="MsoNormal"><o:p> </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> </o:p></p>
81 <p class="MsoNormal"><o:p> </o:p></p>