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neo/tools/Help/MVH_Overview.htm
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neo/tools/Help/MVH_Overview.htm
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<html xmlns:o="urn:schemas-microsoft-com:office:office" xmlns:w="urn:schemas-microsoft-com:office:word" xmlns="http://www.w3.org/TR/REC-html40">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="ProgId" content="Word.Document">
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<meta name="Generator" content="Microsoft Word 10">
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<meta name="Originator" content="Microsoft Word 10">
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<link rel="File-List" href="MVH_Overview_files/filelist.xml">
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<title>Overview</title>
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<style>
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<!--
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/* Style Definitions */
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p.MsoNormal, li.MsoNormal, div.MsoNormal
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{mso-style-parent:"";
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margin:0cm;
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margin-bottom:.0001pt;
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font-size:12.0pt;
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font-family:"Times New Roman";
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mso-fareast-font-family:"Times New Roman";}
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span.SpellE
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{mso-style-name:"";
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mso-spl-e:yes;}
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span.GramE
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{mso-style-name:"";
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mso-gram-e:yes;}
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@page Section1
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margin:72.0pt 90.0pt 72.0pt 90.0pt;
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div.Section1
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{page:Section1;}
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--></style>
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</head>
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<body lang="EN-US" style='tab-interval:36.0pt'>
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<div class="Section1">
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<p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
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normal'><span style='font-size:14.0pt'>Overview<o:p></o:p></span></i></b></p>
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<p class="MsoNormal"><b style='mso-bidi-font-weight:normal'><i style='mso-bidi-font-style:
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normal'><span style='font-size:14.0pt'><o:p> </o:p>
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</span></i></b></p>
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<p class="MsoNormal"><span class="SpellE">ModView</span>
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is a tool to view Doom3/Quake4 models and animations. It supports any format
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that the Doom3 engine can import.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">There are two main ways to view models in this tool.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal"><i style='mso-bidi-font-style:normal'>1. Directly from files.<o:p></o:p></i></p>
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<p class="MsoNormal">Use the open mesh toolbar button to load up an MD5MESH, LWO or
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ASE file. The model will be displayed in the view window with all the assets
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the game can find.</p>
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<p class="MsoNormal">Use the open animation toolbar button to load up an MD5ANIM
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file. Hit the play toolbar button to see the model with that animation. If the
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model has no bones, or the animation was not defined for that mesh, then
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unpredictable results will happen.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal"><i style='mso-bidi-font-style:normal'>2.
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<span class="GramE">Via</span>
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def files<o:p></o:p></i></p>
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<p class="MsoNormal">Use the “Spawn Class” drop down list to pick a spawn
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<span class="GramE">class,</span>
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this will populate the “Entity Type” drop down list with every entity type that
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has that spawn class. Select your desired entity type from that list and the
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mesh will be loaded up for that entity type. The animations in the def file for
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that entity type will appear in the “Animations Available” list view box. Add
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these to the animation sequence using the >> button. Hit play to view
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them.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Loaded files have the spawn class of <file> and the
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entity type of <mesh name>. Within sessions, any loaded animations for a
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particular mesh will be remembered.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal">Sounds based on frame commands will play when loading a model
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through the def file system.
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<span class="GramE">Directly loaded files will
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not as they do not have the def file information.</span>
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However, this means a def file is not required to load up and view a model.</p>
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<p class="MsoNormal"><o:p> </o:p></p>
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<p class="MsoNormal"><o:p> </o:p></p>
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</div>
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</body>
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</html>
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