private void btn_load_Click(object sender, EventArgs e)
        {
            setButtons(false);
            String filePath = tb_path.Text;

            file = filePath;
            String      extention        = Path.GetExtension(filePath);
            List <Mesh> renderableMeshes = new List <Mesh>();

            drawString = "File: " + file;

            updateBitmap(drawString);

            //Try and find the model file
            if (extention == ".mmh")
            {
                GFF            tempGFF = new GFF(filePath);
                ModelHierarchy mh      = new ModelHierarchy(tempGFF);
                currentlyShowing = Showing.Model;
                meshes           = mh.mesh.toModel().meshes;
                setButtons(true);
                if (meshes.Length > 0)
                {
                    setMeshNum(0);
                }
            }
            else if (extention == ".msh")
            {
                GFF       tempGFF = new GFF(filePath);
                ModelMesh mm      = new ModelMesh(tempGFF);
                currentlyShowing = Showing.Model;
                meshes           = mm.toModel().meshes;
                setButtons(true);
                if (meshes.Length > 0)
                {
                    setMeshNum(0);
                }
            }
            else if (extention == ".tga")
            {
                texture          = new Targa(filePath);
                currentlyShowing = Showing.Texture;
            }
            else if (extention == ".lvl")
            {
                level            = new LevelScene(filePath);
                currentlyShowing = Showing.Level;
                List <Patch>    patchList = new List <Patch>();
                List <Triangle> tris      = new List <Triangle>();
                foreach (ModelInstance m in level.lightmapModels)
                {
                    for (int i = 0; i < m.meshes.Length; i++)
                    {
                        if (m.meshes[i].isLightmapped)
                        {
                            //Make the lightmap
                            LightMap temp = new LightMap(m, m.meshes[i]);
                            //For each patch instance in the lightmap
                            foreach (Patch p in temp.patches)
                            {
                                patchList.Add(p);
                            }
                        }
                    }
                    if (m.baseModel.castsShadows)
                    {
                        tris.AddRange(m.tris);
                    }
                }
                octree  = new Octree(tris);
                patches = patchList.ToArray();
            }
            else if (extention == ".xml")
            {
                level            = new XMLScene(filePath);
                currentlyShowing = Showing.Level;
                List <Patch>    patchList = new List <Patch>();
                List <Triangle> tris      = new List <Triangle>();
                foreach (ModelInstance m in level.lightmapModels)
                {
                    for (int i = 0; i < m.meshes.Length; i++)
                    {
                        if (m.meshes[i].isLightmapped)
                        {
                            //Make the lightmap
                            LightMap temp = new LightMap(m, m.meshes[i]);
                            //For each patch instance in the lightmap
                            foreach (Patch p in temp.patches)
                            {
                                patchList.Add(p);
                            }
                        }
                    }
                    if (m.baseModel.castsShadows)
                    {
                        tris.AddRange(m.tris);
                    }
                }
                octree  = new Octree(tris);
                patches = patchList.ToArray();
            }
            //If its not the right type of file then print an error
            else
            {
                drawString = "This is not a valid model (.mmh or .msh), texture (.tga), level (.lvl), or scene (.xml) file!";
            }
            refreshView();
        }