File: MVH_Overview.htm

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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 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 &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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