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FTEQW Model Viewer Documentation
From Quake Wiki
Contents
The FTE Model Viewer
There is an in-engine model viewer, it can display any type of model that's supported. This is useful for modellers and animators for debugging purposes. For a list of all possible model formats, see FTEQW File Formats
Displaying a model
If FTEQW is windowed, you can drag and drop a file onto the program window to display it. You can also do it with a console command:
MODELVIEWER PROGS/FILENAME.EXT
Hud Info
Bug: The 'm' key sets one of 7 modes, but the mode you're currently in isn't displayed on the HUD.
Surf 0: surfName
The selected surface. A polygon object in the model is known as a surface.
Skin0: "", Material "materialName"
The selected skin texture. This should be the name of the shader that was assigned to the object in your 3d editor.
Bug: The IQM-Tool doesn't prepend "progs/" to the material name. This will cause the skin not to be found when the model is loaded into FTE. As a workaround, you can prepend the path yourself in notepad if your input file is an ASCII format, before converting it to IQM.
Bug: The HUD does not display the path of the material, this means you can't see if the path is broken or know where it's looking for the material.
frame0: animName (n poses, n of n secs, Looped/Unlooped)
The selected animation sequence. Even though it's called a frame, it's really a full animation sequence consisting of multiple frames
Bug: There is no way to stop the playback of a looping anim so that you can examine it slowly frame by frame.
Mins: -n -n -n
The Mins of the bbox?
Maxs: n n n
The Maxs of the bbox?
flags:0 0x1400
The bitflags on the model for things like particle trails
Camera Controls
Bug: There are no controls to pan the camera, this prevents looking at a specific part of a model when its zoomed in. It's difficult to see the joints in skeletal models because of this.
Function | Key Assignment |
---|---|
zoom in | w |
zoom out | s |
tilt up | up arrow, keypad up arrow, Dpad-up (gamepad) |
tilt down | dn arrow, keypad dn arrow, Dpad-down (gamepad) |
rotate left | left arrow, keypad left arrow, Dpad-left (gamepad) |
rotate right | right arrow, keypad right arrow, Dpad-right (gamepad) |
Selection Commands
Bug: When there's a lot of joints in the skeleton, the list of joints will overflow off the bottom of the screen, and using the [ and ] keys will not scroll the list.
Function | Key Assignment | Usage |
---|---|---|
next surface | ins | highlites a surf |
prev surface | del | highlites a surf |
next skin | home | shows a skin |
prev skin | end | shows a skin |
next frame | pgup | shows another anim or frame |
prev frame | pgdn | shows another anim or frame |
next joint | ] | highlites a joint |
prev joint | [ | highlites a joint |
Misc Commands
Function | Key Assignment | Usage |
---|---|---|
mode | m | there are 7 modes: none, bones, shader, texture, collision, events, normals. Keep pressing 'm' to cycle through them. |
texture map | t | there are 10 types of map: diffuse, normal, specular, upper, lower, paletted, fullbright, reflectcube, reflectmask, displacement. Keep pressing 't' to cycle through them. |
reset times | r | this seems to restart the animation |
flop ragdoll | f | I think it pushes a ragdoll so you can see how it looks? |
unknown command1 | a | doesn't seem to do anything |
unknown command2 | d | doesn't seem to do anything |
unknown command3 | space | something related to a shader file? |
unknown command4 | keydown[K_MOUSE1] && mods->mousedown | doesn't seem to do anything |