Modifying the models.

The models are in .MSH format, which are parsed from alias 
wavefront format with WAVEFRNT.EXE. 
Models get their skins with TEXTURIZ.EXE which takes input as a .MSH
file and a texture.
The textures are drawn like the demo .PNGs. (4 64x64 in a column)
Then they are converted to .RAW, but first applied with GAIA.PAL 
paintshop pro palette.
Then the raws get through the TEXTCON.BAS (it adds the 4 byte 
PUT header for each of the texture) and the RAWS are merged
with TEXTMERG.BAS.

Models are listed in MODELS.DX file which is created
via MESHMERG.BAS. It uses MODELS.LST file as a reference and produces
MODELS.TXT which contains the finished models and their index
numbers. The shadows are typical models. They do not have any texture
information, and the SHADOWS.DX file can be created with the same
MESHMERG.BAS. See the actual program source code for how to assign
a shadow to a model.

I've included the original MODELS.LST, one preprocessed model
(MDL0001.MSH and TEXS3.RAW) some demo models in WaveFront
format (.OBJ) and some demo textures and the GAIA.PAL palette file.
All models MUST consist only triangles. It's recommended that your 
modeler has an ability to trianglulate your model.
All of these files require QuickBasic to run properly 
(except texturiz)

Happy modifying.
Feel free to mail >pieslice_product@hotmail.com< if you are interested
in creating your own TerraScape mod...
