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Editing FTEQW IQM Tool CommandFile Documentation

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imports the meshes and animations from the specified file.<br /><br />
 
imports the meshes and animations from the specified file.<br /><br />
  
 
+
== Shared Properties ==
 
 
== Shared Scene Import Properties ==
 
 
<code>rotate <PITCH> <YAW> <ROLL></code><br />
 
<code>rotate <PITCH> <YAW> <ROLL></code><br />
 
rotates the model<br /><br />
 
rotates the model<br /><br />
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discards animations from the affected files, does not exclude the base pose.<br /><br />
 
discards animations from the affected files, does not exclude the base pose.<br /><br />
  
 
+
== Mesh Properties ==
== Reference Mesh Properties (for the base mesh) ==
 
 
<code>contents <NAMES OR 0xBITS></code><br />
 
<code>contents <NAMES OR 0xBITS></code><br />
 
'body' or 'empty' are the two that are most likely to be used. 'solid' may also be desired, or possibly also 'corpse'.<br /><br />
 
'body' or 'empty' are the two that are most likely to be used. 'solid' may also be desired, or possibly also 'corpse'.<br /><br />
 
+
 
<code>surfaceflags <NAMES OR 0xBITS></code><br />
 
<code>surfaceflags <NAMES OR 0xBITS></code><br />
 
'q3_nodraw/fte_nodraw'<br /><br />
 
'q3_nodraw/fte_nodraw'<br /><br />
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not yet implemented by the engine. 0 for both is the default.<br /><br />
 
not yet implemented by the engine. 0 for both is the default.<br /><br />
  
 
+
== Anim/Import Properties ==
 
 
== Animation Properties ==
 
 
<code>name <NAME></code><br />
 
<code>name <NAME></code><br />
 
the imported animations will be assigned this name. May be problematic if the imported file(s) share the same name, so try to avoid using this at global scope.<br /><br />
 
the imported animations will be assigned this name. May be problematic if the imported file(s) share the same name, so try to avoid using this at global scope.<br /><br />
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<code>pack</code><br />
 
<code>pack</code><br />
 
disables unpacking again.<br /><br />
 
disables unpacking again.<br /><br />
 +
 +
<code>nomesh <1|0></code><br />
 +
discards all meshed from the affected files.<br /><br />
 +
 +
<code>noanim <1|0></code><br />
 +
discards animations from the affected files, does not disclude the base pose.<br /><br />
  
 +
<code>materialprefix <PREFIX/></code><br />
 +
provides a text prefix on the material name, which should make it easier for editors while still honouring shader paths.<br /><br />
 +
 
<code>start <FIRSTPOSE></code><br />
 
<code>start <FIRSTPOSE></code><br />
 
the fist pose to import.<br /><br />
 
the fist pose to import.<br /><br />
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<code>end <LASTPOSE></code><br />
 
<code>end <LASTPOSE></code><br />
 
the last pose to import.<br /><br />
 
the last pose to import.<br /><br />
 
+
 +
<code>rotate <PITCH> <YAW> <ROLL></code><br />
 +
rotates the model<br /><br />
 +
 +
<code>scale <SCALER></code><br />
 +
rescales the model<br /><br />
 +
 +
<code>origin <X> <Y> <Z></code><br />
 +
moves the thing<br /><br />
 +
 
<code>event [ANIM,]<POSE> <EVENTCODE> <"EVENTDATA"></code><br />
 
<code>event [ANIM,]<POSE> <EVENTCODE> <"EVENTDATA"></code><br />
 
embeds event info within the animation, for stuff like footsteps. How this is used depends on the engine... If used at global scope, can be reset with 'event reset' in order to not apply to later files.<br /><br />
 
embeds event info within the animation, for stuff like footsteps. How this is used depends on the engine... If used at global scope, can be reset with 'event reset' in order to not apply to later files.<br /><br />

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