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. ***************************************************************************** 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.