Serious Sam HD: The Second Encounter

Serious Sam HD: The Second Encounter

Custom maps, mods, skins & campaigns
Discover and download custom maps, character skins, weapon modifications, skins, enemy modifications, campaign mods, and much more. Plus, click here to learn more about creating and sharing your own mods.
Jumble 18 Apr, 2015 @ 1:50pm
Saving a skeleton as a .skl file?
Alright, since I have more time in my hands I'm deciding to comeback and continue my modding projects(player models with custom animations). I've been testing out the editor and I noticed that in the Instance tab in the Model Editor there is an entry for skeletons. If there is already an imported skeleton in the editor it merely says (local). When there is not it says (none). Trying to fill the entry when it says (none) will only allow me to upload a .skl file.
I don't know if I need to have a .skl file instead of a local skeleton, but I have been trying to find a way to save an imported skeleton as .skl. I tried saving my project with the file name extension but opening it only throws warnings and errors. Starting a new file with only the Skeleton Editor has been less fruitful since I'm unable to import a skeleton, create a LOD, or create a new bone.
So what do I have to do to create a .skl file for a model? Thank you in advance for your time.

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Showing 1-3 of 3 comments
Jumble 20 Apr, 2015 @ 9:46am 
Nevermind, I found out how to do it.
Solais 24 20 Apr, 2015 @ 11:47am 
Basically, every file used by the editor is its own thing, not an outside "3rd party" file.
Jumble 20 Apr, 2015 @ 1:13pm 
Originally posted by Solais:
Basically, every file used by the editor is its own thing, not an outside "3rd party" file.

Ah, sorry for being unclear about that point. I tried saving through the editor, not through another program.

Turns out that I just needed to click the skeleton entry and choose Save. Originally I was going through File -> Save As.

Thanks for responding.
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Showing 1-3 of 3 comments
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