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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 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/>
<strong>models/textures/materialName</strong><br/>
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<bold>models/textures/materialName</bold><br/>
  
 
<span style="color: red; font-weight: bold;">
 
<span style="color: red; font-weight: bold;">
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</span><br /><br />
 
</span><br /><br />
  
<code>frame0: animName (n poses, n of n secs, Looped/Unlooped)</code><br/>
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<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/>
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The selected animation sequence. Even though it's called a frame, it's really a full animation sequence consisting of multiple frames<br />
  
 
<span style="color: red; font-weight: bold;">
 
<span style="color: red; font-weight: bold;">
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In modelviewer's hud, the material might show a path, like this:<br/>
 
In modelviewer's hud, the material might show a path, like this:<br/>
 
<code>Skin0: "", Material "foo/myMaterial"</code><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/>
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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/>
 
Or it might show with no path, like this:<br/>
 
<code>Skin0: "", Material "myMaterial"</code><br />
 
<code>Skin0: "", Material "myMaterial"</code><br />
that means it's looking in the same folder as the model<br/><br/>
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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/>
 
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/>

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