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creating skd and skc from skl
Posted: Fri Feb 21, 2003 10:03 pm
by TheShiznaeSpe
does anyone no how to do this because when i open skl_2_skx.exe (in the sdk) it closes its self
Posted: Tue Feb 25, 2003 10:23 am
by Mirek
Hey
What you need is to make a batch (.bat) file to do the conversion
open a new text file and stick this in it -
-----------------------------------------------
rem ===Compile Baseframe===
skl_2_skx
yourmodel -baseframe -nolod
rem ===Compile Animations===
skl_2_skx
yourmodel_left
skl_2_skx
yourmodel_right
------------------------------------------------
The
'yourmodel' is where the name of your .SKL file goes but without the .SKL extension as above
The first line
skl_2_skx
yourmodel -baseframe -nolod
is for your baseframe and if you are making a static model then it is all I think you need to put in the bat file
The lines below that are for any extra .SKL animation files that you may have with the model.
Save the file as - yourmodel.bat
make sure it is in the same folder as the skl_2_skx.exe
then double click on the yourmodel.bat file.
It should produce two files for each SKL you add to the .bat and yourmodel.SKD is the one you want
Hope this helps you out
Mirek
Posted: Tue Feb 25, 2003 12:58 pm
by TheShiznaeSpe
thanks
Posted: Fri Feb 28, 2003 4:20 pm
by Tanner
posted by uber_soldat on tmt
cant find skelmodel
the first few models i made, i just edited a moh weapon tik to load my new skd/b, and to load the different shaders. but the other day, I made a new nade model and changed it like id done before, but ingame it says it cant find the skelmodel. i tried it with another weapon today aswell, editing a moh tik, and with its own, but it wont work. it says it cant find a skelmodel for any of them, and all the paths/names etc are right.
Posted: Sat Mar 01, 2003 3:00 pm
by Tanner
dw i sorted it out
Posted: Sun May 09, 2004 3:49 am
by m0d hippY
ok not sure how long this post is, but since im dealing w\ the same thing you guys are talking about thought id bing it to your attention. Im trying to convert counter strike modles to mohaa, not sure if its possible but I thought id give it a try. i attempted to convert cs weapon models w\out a problem as well as cs maps, now im trying player models, anyway I decompiled the mdl and got a bunch of smd files, i then used milkshape to load the static model and then imported a few animations along w\ it, now when i goto export it to a skl for mohaa using skl_2_skx i get an error this is what it says:
Expression:
strstr(parentName, "CALF")
Module: C:\Milkshape-3D-1.7.0\skl_2_skx.exe
File: Z:\ MOHPC\code_source\utils\max2skl\SaveSkeletorAnimation.cpp
Line: 1607
GetLastError(0x00000000): The operation completed successfully
Partial stack trace:
Press RETRY to debug
anyway so I hit debug and then a end task window appears and it closes skl_2_skx, and after i close it in the cmd it says press any key and after I do that all it generates is a file.skl and a file_skc.slg
so what im getting at is.. whats that error saying, is there a way to prevent it, and if so how? also
File: Z:\ MOHPC\code_source\utils\max2skl\SaveSkeletorAnimation.cpp
^^ I have no clue what this is refering to cause i dont have a z:\ drive on my pc dunno if thats got anything to do with it.. but like I said before i converted weapon models using the same process im using for player models and I had absolutly no errors so im not sure what to do at this point. or perhaps I dont need a skd maybe all i need is a skc???
Posted: Sun May 09, 2004 7:00 am
by jv_map
Not sure what you're trying to do, but skl_2_skx is supposed to make skc and skd files from skl files, not to make skl files out of anything.
So I bet you don't have a valid skl file.
btw the .cpp file is part of the source of the program... so that information is only useful to the developers of the tool

Posted: Mon May 10, 2004 2:14 pm
by m0d hippY
so uhh what do u use to make skl files? Cause I have a plugin by scorpio midget for milkshape 3d.. it allows me to import halflife smd files, and then from there export it to a skl thats how I get the skl files. and yes I know i do convert it to a skd\skc not vise versa.
Posted: Mon May 10, 2004 2:20 pm
by m0d hippY
I now have yet another dilema. I just ignore the error I got above as I explained, and it creates the skl files.. Now when I goto import it to milkshape before I export it as a skl it asks to load in a animation, so i do that, and after I export it and then convert the skl to a skd\skc I get a most unusual model inside the game. My model seems to have extremly long arms, a small body, but the most unusual thing is that it is sideways...
btw I need a modeler that may be able to help me out w\ this. I have never modeled before so I am totally new to this area. Im sure there is a way to make this work, but I need some help!
Posted: Tue May 11, 2004 5:26 pm
by jv_map
Well if you got that far then just rotate the model in milkshape and you should be fine

Posted: Wed May 12, 2004 10:53 pm
by m0d hippY
ok thx, but how can I fix the size of it? is it something in the script or is it the model itself? cause i tryed doing scal 0.52 in the tik files and it does nothing.