
Welcome to Myth III: The Wolf Age READ ME for Vengeance

Contents:

I.	Introduction
II.	Installation
III.	Important Functions
IV.	License Agreement



I. Introduction

Vengeance is the all in one tag/mesh editor for Myth III. For those of you who
have used Fear and Loathing, Vengeance will provide a familiar interface and
similar functionality. For those who are not familiar with Fear and Loathing,
the documentation for both of them can be found here:

Fear:
http://support.bungie.com//perlbin/blam.pl?file=download-listing.html&game=fear&type=Manual

Loathing:
http://support.bungie.com//perlbin/blam.pl?file=download-listing.html&game=loathing&type=Manual

PLEASE NOTE that support will not be provided for Vengeance by Mumbo Jumbo,
Take 2 Interactive, or God Games. Please do not call or email in regards to
Vengeance support as we will not be responding to any such inquiries.

For information on some of the new functions and features of Vengeance, please
see section 3 of this readme, "Important Functions".


II. Installation

To install Vengeance:

1.  Make sure you have already installed Myth III: The Wolf Age.
2.  Locate the directory Myth III - The Wolf Age on your hard drive
    (by default C:\ProgramFiles\MumboJumbo\Myth III - The Wolf Age).
3.  Move Vengeance to the "Myth III - The Wolf Age" directory.
4.  To launch Vengeance, simply double click on the executable.

III. Important Functions

Note: This section assumes the user has a general knowledge of tag and mesh
editing in the Myth engine. If you have difficulty understanding anything
here, please refer to section 1 of this readme, "Introduction".


1.  To access a mesh's header file, first close the mesh (if it is open) and
then select the mesh's tag in the tag list. While holding down the CONTROL
key, double-click on the tag in the tag list.

2.  The most profound changes from Myth II to Myth III are the ways in which
various objects are handled. Units, Models, and Scenery are all now visually
represented as 3D Skeletal Models. Unit animations are likewise represented
by Skeletal Animations. The back end of these objects (damage, attacks,
hitpoints, etc.) functions in roughly the same way that it did in Myth II.

3.  Monsters can now be aligned with the mesh so that they are always pointing
normal to the terrain (at a 90 degree angle). For an example of this, please
see the spider monster. This new function is useful for the creation of
vehicles, etc.



IV. License Agreement

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