thats a bad injection attached elmo skm.skm i see obj data inside the skm you need mes data you need to inject a obj.mes file not the obj notice thumb F2 above (not the obj) first open *.obj with wave2skm.exe then inject the obj.mes thumb pic FB shows a right click over the elmo.obj to the right is a pic of the conversion intialized mes is short term for mesh data
But it does not generate a .skm.obj.mes file... That's why I think that I should use .skm.obj file NOTE I used an exported (modified) OBJ file from anim8tor not from the original elmo_zoltec.zip which is <elmo.obj>. But with elmo.obj on wave2skm.exe it doesn't produce any errors and it's success. Yes, I'm using Windows XP but it's not the problem since, <elmo.obj> from <elmo_zoltec.zip> doesn't produce that error. Yes, I'm using the latest version 1.2.1
are you using vista or later? try giving wave2skm admin privalage (it writes a file_: needs permision) i.e. in capadabilty run with admin credintials are you using version 1.2.1 of skm tool set? update is here if you need it http://www.co8.org/forum/showpost.php?p=125451&postcount=1
NOTE I used an exported (modified) OBJ file from anim8tor not from the original elmo_zoltec.zip which is <elmo.obj>. But with elmo.obj on wave2skm.exe it doesn't produce any errors and it's success. Yes, I'm using Windows XP but it's not the problem since, <elmo.obj> from <elmo_zoltec.zip> doesn't produce that error. Yes, I'm using the latest version 1.2.1 ____________________________ ok what version of ANIM8or? object menu -> export options menu ->debug -> output normals I run version .95 of anim8or I see your using a beta version .97 dont use that version try using v.95 anim8or I noticed the embeded mtl tags inside the obj wave2skm dont like mtl embeded tags I delete the mtl tags out of zzzz.obj get a success convert inside temp zzzz.obj command promt fc your zzz.obj and the one in temp to see differences DL link http://anim8or.com/download/animv095b.zip
Yeah its a success. But how do you delete them safely? Does 0.95 use mtl tags? why did you delete also the ___default___ one? And how did you assume that it will be two bytes only for space betw. 562: and f 1/1/563 Okay dokey!
I used note pad no this version is what i use, no mtl file wave2skm is parsing for version .95 line 4 mtllib zzzz.mtl # Created with Anim8or 0.97d beta # Object "elmo": # Shape "mesh01": g mesh01 line 2610 usemtl ___default___ needs to look like this # No. faces 562: f 1/1/563 2/2/564 3/3/565 f 4/4/566 5/5/567 6/6/568 f 7/7/569 8/8/572 9/9/573 f 10/10/575 11/11/576 12/12/57 line 3172 # End of Object "elmo" needs to be deleted
here is example thumb of the materials def inside skm try to hex edit the chest or head values to another name (nameB) then create the .mdf file that you put there for (nameB) thumb 2 shows the hair style 0 skm material def inside there you could change the hair color mdf by changing the value hair_blond to say hair_black.mdf this would allow you to create copies of models that would have different apperences or color or texture or effects without having to change the MDF file contents pf the original model this could possibly also lead to maybe a new proto's model ID that would appear different then the original @above: nice pic, thats the viewer app i made good to see its working for you
Just to document this for the sake of others! Anim8or v0.97d beta uses a special .mtl tag that renders Wave2skm.exe unable to read and execute its process properly. .mtl tags deletion //////////////////SAMPLE FILE////////////////////// # Created with Anim8or 0.97d beta <- Delete this whole row # Object "elmo": <- Delete this whole row <- Delete this whole row mtllib zzzz.mtl <- Delete this whole row <- Delete this whole row # Shape "mesh01": <- Delete this whole row g mesh01 <- Delete this whole row # No. points 620: v -1.52573 33.9359 -5.35083 v -0.25690 33.5623 -1.69489 v -0.56220 26.4928 -1.8797 v -3.46327 38.4563 -5.40085 .............................. vt 0.13768 0.82850 vt 0.78502 0.19324 vt 0.85024 0.83575 vt 0.14734 0.19324 vt 0.13768 0.82850 # No. faces 562: <- Delete this whole row usemtl ___default___ <- Delete this whole row <- Delete this whole row f 1/1/563 2/2/564 3/3/565 f 4/4/566 5/5/567 6/6/568 f 7/7/569 8/8/572 9/9/573 ............................................ f 617/617/1351 618/618/1352 619/619/1353 f 620/620/1354 619/619/1353 618/618/1352 <- Delete this whole row # End of Object "elmo" <- Delete this whole row //////////////////SAMPLE FILE////////////////////// Use Anim8or v0.95b if you are planning not to hex edit those .mtl tags
Well that's a messed up code, how do I read that ! EDIT What particular file did you opened? Elmo.SKM doesn't seem to have that kind of "art...s0\hair_blonde.mdf" thing on his hex code.
PC_human yea its mixed with other data skm has bones materials vertex, normals, texture coords face index's you need a hex editor and look for it 'or you can extract its byte address position using skm2obj as ref and look for it that way plus you should know what to look for by knowing the names of the mdf files the original model uses answer @ below I use my own hex tools; I made them but you could possibly use a free hex editor to do a string search search for "blonde" the reason you need a hex editor is because you dont want to change the binary formatted data, only the info tangle in with it ("blonde")
Normally, how can I track this "blonde_hair.mdf" in the hex code and how can I change that if the variables seems to be fixed in different characters and symbols. I did the skm2obj trick thing but I'm still lost on what to do, find, and change. Yes they are much simplier to track down i.e. .mdf files but if its only the vague symbols and characters in notepad, I couldn't do it. What I'm using right now is an hex editor; Hex Editor XVI32 super fast! If you mind telling me what particular .SKM file did you opened? Thanks for that! I'll quickly search for it.
I opened PC_human_male / female here I made this ascii.exe quik chart ref in asembly it shows the hex value then the character you can use this maybe hit esc key to exit the app answer @ below they where in the thumb example chest head boots excetra above at http://www.co8.org/forum/showpost.php?p=126246&postcount=24 they did not have an extension on them hex edit shows search for 43 48 45 53 54 <hex the elf models use the same mdf file names the models are most likely identical elmo and brother smith use the same model as well as humans and elfs (all share the SKM copy most likely) so this process is the same
Hmm.. That's odd I cannot find any mdf files inside Elmo.SKM file even if I converted .mdf from text string to hex string i.e. ".mdf" == "2E 6D 64 66" Okay after tweaking my hex editor, it shows that there is some! Great! Elmo.SKM references deciphered... Can you track down where the PC_Elf_male is getting his own .SKM file or its using the same for PC_Human_male?