) MeshScale a try. I never used it but maybe that programm can transform a burrick into a TR? :cool:
Code:
Readme file for Meshscale, version 2.0
Meshscale is a program which will read through a .E format file from LGS and
scale all the object size numbers in the POINTS section.
The scaler is user definable on the command line, and will scale up as well
as down. This allows the user to create larger and smaller versions of the
Thief AIs.
The basic usage is as follows:
Meshscale 'x scaler' 'y scaler' 'z scaler' 'infile' [outfile]
The scaler is a floating point number, no real limit on the range. (Dromed
will enforce one somewhere). You can now specify separate scales for the
X, Y, and Z dimensions, allowing you to 'stretch' AI in different ways.
Infile is an .e file, usually found in the mesh .crf file.
By default, meshscale will append a 's' to the filename,
unless an outut filename is specified. Meshscale will not allow the output
filename to be the same as the input filename, so it won't accidently
overwrite the original .E file.
meshscale 2.0 2.0 2.0 spidey7.e
will produce a double size spider, outfile named spidey7.es. You'll have
to change the filename by hand.
meshscale 4.0 4.0 1.0 spidey7.e FlatSpider.e
will produce a quad sized, very flat, spider, outfile named FlatSpider.e.
The source code is provided for meshscale, for those of you who want to try
just scaling certain joints or limbs, or doing other bizarre things.
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Meshbld use following meshscale.
A scaled .e file isn't going to get you anywhere, so you need to turn it into
a LGS compatible .bin file. This is what meshbld is used for. It converts .E
AI files into .bin files. This is similar to the bsp.exe program, used to
convert more mundane objects to .bin format.
This isn't as simple as running the meshbld program, it needs a joint map, as
well as another map file. In some cases it will generate a skeleton
file, but I'm not sure how this works yet. So for now, let's follow the rules
LGS laid down.
Assuming you're scaling an existing AI (if you're scaling a newly created
creature, please write a new guide!), you'll want to find the matching batch
file in the mesh.crf file. For example, scaling a spider model, you'll want
the 'dospider.bat' file. You'll need to make your own copy, removing the
rtg2e call on the first line. If you don't remove it, it will just overwrite
your newly scaled .E file!
What you want is the meshbld command line in the file. For example, the
spider batch file, after editing, contains just the following line:
meshbld %1.e %1.bin spidey.map -mspidey.mjo -v
As you can see, you'll need to extract spidey.map and spidey.mjo from the
mesh.crf file. Once you've extracted those files, and have your scaled
.E file, simply run:
dospider BigSpider
You'll get a BigSpider.bin and a BigSpider.cal file. Install those into
your mesh directory in your Thief directory. You should now be able to
change a spider AI to use your new model.
It's always good to verify that everything is working right before a change,
so it might be a good idea to just generate a new .bin and .cal from an
existing model, and make sure they work before trying a scaled AI model.