Anim8or is a free online 3d editor that supports formats: .obj .vtx .3ds .an8 .c current bundle download Tools up-date http://mathias916.tripod.com/skmtoolset.zip tools now include all the apps I have ATM inj_insert, injection, skm2an8,wave2mesh (wave2skm) console app tools for conversions http://www.co8.org/forum/picture.php?albumid=5&pictureid=26 convert any good .SKM to .AN8 then edit it using anim8r or convert it to what format you like. converter app link for console win32 http://mathias916.tripod.com/skm2an8.zip drag and dop any good SKM into skm2an8 or use open with > skm2an8 or use a batch file. you just might want to view a model for some reason so here is http://mathias916.tripod.com/skmload.zip when you run this win32 openGL app it will kick out a file named skm.cfg you need to add 2 lines in this file if it does not exist. line 1: <file_path_name.skm> line 2: <file_path_name.tga> first line: is what skm file you want to load secon line: is what texture you want to use I hope you enjoy these tools as much as I do. any comments, considerations, ideas, requests are all welcome another feature of anim8or is scene design and movie making supports avi vidoes, so you could create your own video scenes that you could add to TOEE! with the origional models! If you are looking into study for bone structure's and creating new models with animimation, the SKB file output (skm2an8) is the place to start looking; it contains only the bone data extracted from skm the theory would be to change the bone placement, given a template of bones from an skm. This would be used to tell the SKA what part of the model it should translate and animate given the bone placement. current updated version Update for tool set, SKM2OBJ allows for importing obj files into blender basilisk example Tools no longer available
@Xvicious, this information looks potentially useful, though I'm not a modeller/animator so I don't entirely understand it. Are you saying that we could use these tools to create totally new models?
To answer your question; yes this could be possible , that would be the goal, and also to add to that you can edit current models in the game, create modified versions of current models. The thing is the new models have to be relatively the same size in memory, they need to take a name tag that references the same name that has SKA data bound to it (if it is not a static item). the bone data is referened in the SKM and i believe the SKA has the file path name that must match the <name>.SKM, other wize if TOEE see's a missing SKM, refrenced by SKA, or the SKA has the wrong Bone names that match its script toee would fail and crash out either a file read error or memory bounds error. to add a new model to TOEE, it needs MDF that refs the skin texel/texture "tga" per material SKA that has matching bone names contained in SKM SKM that contains the correct bone names and data struct proto's tag mesh.mes tag if any one of those is missing, the model wont be reconized, e.g. Error game stops. the ska goes and looks for the bone name + data in skm in order to animate the points bound to the bone durring an animation the SKM data is points of Origin the SKA modifies /translates/rotates around the Original points create new Video scene's using the original models and scenery ,textures from Toee in AVI format, im unsure as how to import the movies at the moment; I am currently trying to work on a way to import wave .obj model data to convert into SKM Note: when the Models are exported into the AN8 format, they lose the bone and weights values. so I am trying to make solutions for this, maybe by backing up said bone + weight data , then lacing it back into the modified imported version. er go giving the original model new DNA.
Cool. I think in years gone by this news would have been greeted with lots of enthusiasm, but all the modellers seem to have wandered off. My limited understanding of the state of modding models for ToEE is that we were limited to modding skins of existing models (we've done quite a bit of that), but couldn't make new models or modify old models. Something about "bones" or the number of "bones" for models ... Whatever the case, we've never made a new one. Any new creatures (e.g. the stone giant) are just new skins on old models (e.g. the hill giant). The possibilities for movies are lean IMO, regardless of models, mainly because people don't want to see movies of what they already see in-game (2D isometric view). They'd rather see action-packed 3D movies like the intro movie, but we're not near advanced enough to do that here. So we stick with modest 2D text and static image displays, which are not terribly exciting but they also avoid the danger of embarrassing failure. (Think the Max Payne storyboard movies - I always liked those, even though they're very simple.) [ed. - sorry, I see you made mention of bones above in an edit.]
Not having any modeling experience at all, I would think the bearded devils in the War of the Golden Skull would be a relatively easy place to start. Ultimately, a proper dragon for Verbobonc would be awesome.
"Do you have to register with tripod to download the file?" @sirchet No, mouse hover over link right click the link->-save target as you should be able to save it, it is a dircet link not a web page if that doesn't work let me know..