Audio/            - All relevant voice and effect audio files.
Audio/Not Eidolon - All relevant voice and effect audio files that are also shared with other monsters.
Export/           - Final .fbx provided for compatilibty with other programs. (Note that Blender imports textures but doesn't apply the materials correctly.)
Image/            - Image (texture) files. There are Powershell .ps1 programs that help automate conversion from .pcx to transparent .png files.
MDL Convert/      - All .mdl files converted into .fbx with the Blender plugin referenced in this document.
MDL Source/       - Original .mdl source files extracted from the game files.
Source/           - Original .hc source files. Used to find out what models, sprites and sounds are used.
Render/           - Rendered images (or rather snapshots) from various angles.
Eidolon.mb        - Primary scene containing all relevant models and animation (blend shapes, morph targets).
Eidolon.png       - Preview image.
Eidolon scene.gif - Scene preview (animated).
workspace.mel     - Maya workspace (project) definition.

As id Tech 2 doesn't know about skeletal animation, all animation is done via blend shapes (morph targets).
Certain features are detached from the monster (horns, spikes) and create polygon holes. This was not fixed and is present in the original game as well.

Tools used:
AdQuedit    - Sprite animation (.spr) file export;
ImageMagick - Converting AdQuedit's .pcx into .png with transparency;
Powershell  - Automatic conversion of image sequence with ImageMagick;
Slade3      - .mdl file export;
Blender     - Converting .mdl to .fbx (https://github.com/victorfeitosa/quake-hexen2-mdl-export-import);
Paint       - Colour picker for sprite's transaprent color;
ezgif.com   - GIF compression;
Maya        - Combining everything.

Contact email:
alek.sandar0@yandex.com
