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Editing FTEQW Model Viewer Documentation

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<code>Skin0: "", Material "materialName"</code><br />
 
<code>Skin0: "", Material "materialName"</code><br />
The selected skin texture. This will be the name of the material that was assigned to the object in your 3d editor. FTE will look for this skin in the same folder that your model is in. If you want it in a different folder, then the material should be named with a path like this:<br/>
+
The selected skin texture. This should be the name of the shader that was assigned to the object in your 3d editor.<br /><br />
<strong>models/textures/materialName</strong><br/>
 
  
 
<span style="color: red; font-weight: bold;">
 
<span style="color: red; font-weight: bold;">
Note: some 3d apps won't allow you to put a '/' in the name of your material. You can rename it in a text editor after exporting as an ASCII file format. The FTE IQM-TOOL also has a rename command which can be used for this.
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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.
 
</span><br /><br />
 
</span><br /><br />
 
<code>frame0: animName (n poses, n of n secs, Looped/Unlooped)</code><br/>
 
The selected animation sequence. Even though the hud says frame, it really means <strong>FRAMEGROUP.</strong> A framegroup can contain a single frame, or multiple frames. A frame in a framegroup is known as a <strong>POSE</strong>. If a framegroup contains multiple poses then it will be seen automatically as an animation sequence. The original id1 models use framegroups consisting of 1 pose each. They didn't utilize framegroups correctly at all. That's why their animations can't be played back in the modelviewer, you can only view them as individual poses.<br/>
 
  
 
<span style="color: red; font-weight: bold;">
 
<span style="color: red; font-weight: bold;">
Bug: There is no way to stop the playback of a looping anim so that you can examine it slowly frame by frame.
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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.
 
</span><br /><br />
 
</span><br /><br />
 +
 +
<code>frame0: animName (n poses, n of n secs, Looped/Unlooped)</code><br />
 +
The selected animation sequence. Even though it's called a frame, it's really a full animation sequence consisting of multiple frames<br />
  
 
<code>Mins: -n -n -n</code><br />
 
<code>Mins: -n -n -n</code><br />
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== Camera Controls ==
 
== Camera Controls ==
 
<span style="color: red; font-weight: bold;">
 
<span style="color: red; font-weight: bold;">
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.
+
Bug: There are no controls to pan the model, 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.
 
</span><br />
 
</span><br />
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
 
{| class="wikitable" style="width:100%; background:#999; text-align:center;" cellpadding="4" cellspacing="1"
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|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| tilt up
 
| tilt up
| up arrow, keypad up arrow, Dpad-up (gamepad)
+
| up arrow, keypad up arrow, or K_GP_DPAD_UP
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| tilt down
 
| tilt down
| dn arrow, keypad dn arrow, Dpad-down (gamepad)
+
| dn arrow, keypad dn arrow, or K_GP_DPAD_DOWN
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| rotate left
 
| rotate left
| left arrow, keypad left arrow, Dpad-left (gamepad)
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| left arrow or keypad left arrow or K_GP_DPAD_LEFT
  
 
|-valign="top" style="background:#F8F8F8"
 
|-valign="top" style="background:#F8F8F8"
 
| rotate right
 
| rotate right
| right arrow, keypad right arrow, Dpad-right (gamepad)
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| right arrow or keypad right arrow or K_GP_DPAD_RIGHT
  
 
|}<br /><br />
 
|}<br /><br />
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|}<br /><br />
 
|}<br /><br />
 
== Troubleshooting Your Model ==
 
If you're adding new model and texture files to your game folders while FTE is running, you might need to clear the cache for them to be found. If FTE can't find the model, it won't be loaded. If FTE can't find the skin texture, the model will have a pink and black color.
 
 
==== Solution for files that aren't found ====
 
1. Keep FTE running, but exit the model viewer by pressing ESC<br/>
 
2. Open the console and use ALL of these commands:<br/>
 
*flush<br/>
 
*fs_flush<br/>
 
*vid_reload<br/>
 
*vid_restart<br/>
 
3. Now try loading the model into modelviewer again.<br/><br/>
 
 
<strong>You might want to bind that command to a key:</strong><br/>
 
<code>bind f "flush;fs_flush;vid_reload;vid_restart"</code><br/>
 
 
Now you can simply press F to fix things quickly.<br/><br/>
 
 
==== Help, my model is still pink! ====
 
If your model is still pink after flushing and reloading, it means either your material name is wrong, or the material isn't in the correct folder.<br/><br/>
 
 
In modelviewer's hud, the material might show a path, like this:<br/>
 
<code>Skin0: "", Material "foo/myMaterial"</code><br />
 
that means it's looking in your gamedir/foo folder for a texture named myMaterial<br/><br/>
 
 
Or it might show with no path, like this:<br/>
 
<code>Skin0: "", Material "myMaterial"</code><br />
 
that means it's looking in the same folder as the model<br/><br/>
 
 
If you press 't' you can see all locations where FTE is looking to find the skin texture. The folders its searching will be listed like this:<br/>
 
<code>progs:models</code><br/>
 
 
meaning, its trying to find the texture in either the progs or models folder.<br /><br />
 

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