Pat Pattle
SOH-CM-2025
.sm model creation. (These are what the game used for the autogen scenery - trees, houses etc)
Does anyone remember/know how to do this? I have the sdk tools but can't get it to work.
Thanks
Pat
These are the words from the SDK docs;
mksm tool
Converting an M3D to a scenery model is done using the mksm tool, located in the Tools subfolder. The usage for this tool is as follows:
usage: mksm out.sm model.m3d texture_path sheet.dds [fReverseWinding 0/1]
out.sm – the output file; the extension is SM.
model.m3d – the input file.
texture_path – the path to textures referenced by the model. Textures are loaded during the conversion process to retrieve some data. This path ensures they can be loaded.
Sheet.dds – The name of the texture sheet to which the textures will be added. All of the textures used by all scenery models are placed on one or more texture sheets.
fReverseWinding – A flag to reverse the triangle winding order. This should be unspecified (false).
Does anyone remember/know how to do this? I have the sdk tools but can't get it to work.
Thanks
Pat
These are the words from the SDK docs;
mksm tool
Converting an M3D to a scenery model is done using the mksm tool, located in the Tools subfolder. The usage for this tool is as follows:
usage: mksm out.sm model.m3d texture_path sheet.dds [fReverseWinding 0/1]
out.sm – the output file; the extension is SM.
model.m3d – the input file.
texture_path – the path to textures referenced by the model. Textures are loaded during the conversion process to retrieve some data. This path ensures they can be loaded.
Sheet.dds – The name of the texture sheet to which the textures will be added. All of the textures used by all scenery models are placed on one or more texture sheets.
fReverseWinding – A flag to reverse the triangle winding order. This should be unspecified (false).