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CMX and SKN files

 
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Aaron_of_Mpls
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PostPosted: Wed Nov 10, 2010 4:43 am    Post subject: CMX and SKN files Reply with quote

Below is a small tutorial on CMX and SKN files. Questions and comments are welcome.
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Aaron_of_Mpls
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Joined: 11 Jan 2007
Posts: 976
Location: Twin Cities, Minnesota, USA

PostPosted: Wed Nov 10, 2010 4:43 am    Post subject: Reply with quote

CMXs


The example given is one of my loincloth meshes. The screenshot should be fairly self-explanatory, but here are some additional notes:

The top line can actually say anything after the //, though few people bother to edit it.

The 5th line is always the same as the filename (minus the .cmx). If it's different, the CMX won't load into the game.

The 8th line is how many SKNs this CMX is using. Usually it'll be 1, but if there are any accessories or props (such as in the example above), this number will be higher.

The SKN name(s) should always omit the .cmx.

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~ But it's got Spam in it! ~
-- Aaron's Sims Page -- The Sims 1 objects and skins --


Last edited by Aaron_of_Mpls on Tue Sep 17, 2013 11:16 pm; edited 1 time in total
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Aaron_of_Mpls
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Location: Twin Cities, Minnesota, USA

PostPosted: Wed Nov 10, 2010 4:43 am    Post subject: Reply with quote

SKNs


Again, one of my loincloth meshes is the example. The only things you ever want to edit here (in a text editor) are the first two lines and the attachment point. (3D editors like MilkShape will edit the rest.)

The top line of the SKN can be almost anything. MilkShape always changes it to name when you export (save) an SKN, but I usually open the SKN in Notepad afterward and change this line to the same as the filename.

The second line is what texture the mesh should use (the filename, minus the .bmp). For the main body or head mesh, this is either x or the name of a Maxis texture. Accessories (such as my loincloths, or the Maxis elwd glasses) can use a different texture if so desired.

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