SKM format (reference to a recent post)

Discussion in 'General Modification' started by Agetian, Sep 27, 2005.

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  1. Agetian

    Agetian Attorney General Administrator

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    Twisty made an interesting post recently in the "Models" section, concerning the fact that the SKM format used by the meshes in ToEE could be the same or at least similar to a format used in a program called QFusion. Check Twisty's recent post here . It would be very interesting to find out how much of this could be true and whether SKMs could be editable using QFusion or some export/import plugin (QFusion<->3dsmax type of thing). I'm reposting it here since "General Modification" is far more visited than the models section.
    Post any constructive input here.
    Personally I'm not that good at 3D things and don't have all the 3D packages and stuff, so anyone who can approve/disapprove the above-mentioned idea is welcome to try it!
    P.S. There's even a reference to SKM specs in that thread. :)

    - Agetian
     
  2. Cujo

    Cujo Mad Hatter Veteran

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    Haven't read it (I don't think) but Qfusion skm editor DOESN't work on ToEEs skm's. well at least I couldn't get it to do anything useful.

    also unreal tornament uses skms, but that doesn't work either, they add exta stuff to the hex files that ToEE can't understand - or so I think from the CTDs I got.
     
    Last edited: Sep 27, 2005
  3. Agetian

    Agetian Attorney General Administrator

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    Yeah, I'd say that my first attempt at using the QFusion-compliant SKM Viewer did not give any positive effect either. Doesn't look like it's what we need.

    - Agetian
     
  4. Cujo

    Cujo Mad Hatter Veteran

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    just using a hex editor does "almost" everything I'd like to do, any programe that can change or join to skms would be cool but I don't need one.
     
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