-------------------------
SinView 1.2b - November 11, 1998
Copyright (c) Trey Harrison
trey@u.washington.edu
-------------------------

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Instructions
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The first time you run, you'll be shown the SinView Config window.
You're REQUIRED to enter the path to your Sin "base" directory AND
whatever .pak files you want SinView to handle (the Sin Demo comes
with pak0.pak, the release version comes with pak0.sin).
If you don't, SinView just plain won't work.


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Sin Base Path
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This is the directory containing the .pak/.sin file. If the directory has
spaces in it, you must specify the directory IN QUOTES - ex:

               ----------------------------------
Sin Base Path: |"C:\program files\sin demo\base"|
               ----------------------------------

NOTE: If you specify a CD drive as your base path, you won't be able
to extract any files.

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Load Paks
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You also must list the .pak/.sin files for SinView to load. They must
be in the Sin Base Path, though. And again, if the filenames have spaces,
you must put the filename in quotes. Seperate the list of .pak files with
spaces - ex:

           --------------------------------
Load Paks: |pak0.pak pak1.pak "my pak.pak"|
           --------------------------------


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Interface
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It will then buzz and whirl for a few seconds reading the .pak file,
the directory tree, and sorting the files it has found.

You'll be presented with a tree view of the .pak on the left hand
side of the screen. You'll find .def files (containing animation names),
.swl files (textures) and .tga files (used for many different things).

To see any file, just click on it.

While looking at that file, if you want to extract it from
the pack, click the "Extract From Pak" button at the top of
the tree view window.

Graphics files are shown in a Texture Properties window. Depending
on what type of file it is (.pcx, .tga, or .swl) you will be able
to save it as .swl or .pcx. This allows you to effectivly convert
.pcx -> .swl, .tga->swl, .swl->.pcx. At this time, 24/32 bit TGA's
cannot be converted because my quantization code is very lame. So
do it in Photoshop first, save as an 8-bit (paletted) TGA file,
and use SinView to convert THAT to .swl (SinView CAN convert the
paletted TGAs to SWLs).

Files with @ in front of them are files that were found inside of
a .pak file. Files without the @ are files that are in the regular
directory tree. If you ever want SinView to update the directory
tree (perhaps you've copied files into the tree while SinView has been
running), click the Refresh Button.

Some of the .def files reference invalid models or invalid animations.
Warning windows will come up. Just hit escape a few times.

---
3DFX
---

If you don't have a 3dfx card, unzip the included GLIDE2X.ZIP.
Put the glide2x.dll file into the directory from which you run
SinView.

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Viewing Models
------------

When you click on a .def file in the directory tree, you'll get a nice
window where you see a preview of the model, some options for selecting
the skin, animation, etc. If you go into fullscreen mode, you have
some other keys at your disposal:

Fullscreen Keys:

The mouse and arrow keys move the camera.
The J and K keys rotate the model.
The L key changes the direction of lighting.
The R,G,B keys (hold shift, dont hold shift) adjust the color of the light.
The S key takes a screenshot.
The +/- keys increase / decrease animation speed.
The N and M keys switch between skins.
The Escape key exits the model viewer.

You can invert the mouselook x and y by toggling those options
in the Config menu.

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Source
-----

Keeping the source code presentable takes time. I dont like releasing
code unless I think its somewhat readable and usable. And right now,
its neither. If there are enough requests, I will release the current
codebase. In the meantime (and until the end of time), the code from
version 1.0 can be found at the URL listed below.

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Updates
------

You'll be able to find the latest version of SinView (and other cool
programs) at http://starbase.neosoft.com/~otaku/program.html

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Bugs / Misc
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If there is a file that exists in more than 1 .pak file that SinView
is currently using, the results are indeterminate. It *will* load that
file but from which .pak file - its a mystery.

Thanks to Mark D. at Ritual for help on the file formats.

Thanks to Onethumb for helping me get SinView working with the
release version of Sin.

Sin and the Sin 'S' logo are trademarks
of Ritual Entertainment, Inc. (http://www.ritual.com)

Trey Harrison
trey@u.washington.edu
