Work-in-progress latest wip: e0-MONSTER+ITEM table at http://www.xs4all.nl/~jemmet/gameart/e0/e0_3d_monsterchecklist.html e0 (macosx/win) is available at http://www.raven-blue.com/sairyx/e0/ Put the folder called Scenario1 in the same folder as the e0-application. (Rename the eventual other Scenario1 folder) These are (among else) models made in Meshwork, textured and placed in Engine/Zero. The testroom is just one big box, stuffed to the max with monsters, items and (static) projectiles. Take note: I somewhere fuxzored the physics.txt and if you shoot (mouse-click) e0 will crash... sorry 'bout that... Speed-issues The file:" Physics1.txt " in the Scenario1-folder is every little sequence I could get away with. Change the " prefs.txt ", the line PrefsFramesSkipFactor 4, value 4 into higher, max at 14 (skipping frames, improving speed..). Cool stuff to do: w-a-s-d for movement spacebar for the bunnyhop numkeys 1-9 switch weapons(?) escape-key to stop the application. 'command'-key for secundary attack m for mapmode press T then type (caps-undercast sensitive) any of the following then press enter. ScanVision1 Zooming1 NightVision1 toggles off: press T then type (caps-undercast sensitive) any of the following then press enter ScanVision0 Zooming0 NightVision0 3d modeling / Tri-mesh is tricky stuff, to get it nice looking it needs more triangles. To keep it playable it needs less triangles :) I'm still busy to downscale the models while keeping a pleasing appearance. This works on my iMac G5 - osx10.3.9 - 32 vram €M jemmet@xs4all.nl www.xs4all.nl/~jemmet/ You are free to (ab)use these files as long as your use is related to the game Marathon. (Meshworkers: e0 uses brute meshinterpolation, so the meshfiles can be opened in Meshworks, but the bones are NOT the defining result, they are ignored halfway my artsy proces :) The original design are Bungie Engine/Zero is created by Lewis Hosie