Ok i will As i've had to rush, part of it is still hard coded !!! 1. Download the 2 files, stick them in your milk folder. 2. Create a folder c:\games\mohaa Run milk. load a model export MOH SKL ... follow prompts. *NOTES: exported files will be in the folders created under c:\games\mohaa, this includes textures, shader, tik, skd and skc files. If your exporting a model with animations, make sure that every keyframe is set. If it gives a warning, then just goto frame 1, set the frame, frame 2 set the frame etc all the way through the number of frames you have. Once the model is exported, the standard tik and shader, will let u view it in Radiant, or spawn them into a map. Of course you can alter the tik to your own liking (but remember if you re-export it will overwite the tik ). Anyway, it's only a beta, have fun and let me know your thoughts. Heres the 2 files: SKL_2_SKX.EXE MOH Plugin
While your beta testing, i'm working on a new version with a dialog box. This will allow you to choose options like: Specify Mohaa folder Export SKL Only Compile SKC Compile SKD Export Basic TIK Export Basic SHADER, and copy texture files Choose Mohaa or Mohsh format Enable Looping animations.
you told me milkshape wasn't able to support mohaa models because it doesn't support mulit-bone weights?
Yep, it cant import some of them coz it cant support the bone weights, so i stop developing the plugin. I moved to lr3d coz it's far more powerful, and it's still the only plugin that will let you export and import This plugin for Milk3d only allows you to export, but you can export statics, weapons etc. Of course if your doing ai or dogs etc, you loose the ability to have multi weights per vertex ... not a big problem, but some of the animations wont be as good as they could be.
Ok, my question is how do I export to .skl in 3dsm? I"m using 3dsm6 and no file type of .skl is listed.
We used the skl to skx to convert models from sh and bt to aa, then used milkshape to get em in game - but - once in game they fly sideways instead of forwards - anyone know what we can do in milk to correct this ? Cobra
The plug from the SDK skelout.dle doesnt work with 3dsmax6 I have the demo 3dsmax5. The plug from the SDK for max4 works in 5 Use 3dsmax4 if you dont have XP, 5 if you do. At any rate the plug for max4 skelout.dle works in max5, ive tried it. It loads. Now heres what i tried in Milkshape to test your skl_2_skX.exe guide. Just as a test I wasnt trying to rip off the model, just a test running this compiler. Ok. What I did was import a us_helmet.skd and added my texture to it, then selected the group then went to joints. Hit bipo1head hit assign.. then hit animate, went to animate menu and hit add key frame, hit the animate button again. Then exported it as a skl. Moved all my files to the tools directory where my skl_2_skX.exe is. Then added this to the run Menu. c:/tools/skl_2_skX.exe fubar5150s_helmet -basepath -mohaa Which gave no errors. This one ran ok so it seems, it made the file, and didnt give me a nasty message. Here is where my problem lies c:/tools/skl_2_skX.exe fubar5150s_helmet -mohaa after I hit return, it kicked out the SDK error1-3 When i hit retry it closed, abort, closed (of course) ignore, then it gave the errors in order from SDK error pic 1-3. It did make a file. But it doesnt work. What causes this. And does it has to do with skl_2_skX.exe or is it in my model? If anyone has seen this before, any help would be greatly appreciated. And why does it say Z:/mohpc/codebase.... Is this just my setup or is it on everyones? Cause I dont have a Z drive. Is this just a temp drive directory for skl_2_skX.exe?
from where can I download the file ? the link that here isnt work or some1 can send me the file ? icq:311433041 msn:gangster47@hotmail.co.il