I discovered a bug in the blender smd exporter script I found. I was trying to figure out why the lighting wasn't quite right on the pgp model before I skinned it. Then I discovered it wasn't the engine code that was wrong, it was the normals on the model. I've fixed that, but there's another bug in the smd to skm conversion script. Well, it isn't really a bug, but when it checks if two vertexes are close together, the espilon is too high, so on high-detail models, vertexes that shouldn't be merged together end up being merged, causing holes and other issues. I'll have to fix that later. Unfortunately all the vwep models that y00tz set up have the lighting normals issue. I don't think I'm going to bother fixing that (unless y00tz or somebody else wants to go through and straighten them all out after I release the exporter/converter tool fixes) since I'm going to be making all new weapon models anyway.
It looks like the smd exporter doesn't support bones/animations, either, so I may end up trying to write a direct blender to skm exporter. Only probem with that is when I try to make skm's with multiple levels of detail (unless I just make them all separate files).