Gino
your Grendizer module needs sprite scaling or scaled frames for the enemies. (the first person or forward moving levels)
you could make them scale with lots of sprites &/or drawmwethod lines & the following.
maxwalks {max}
~Sets the maximum number of WALKs.
~{max} is number of available WALKs.
~Default is 1.
maxbackwalks {max}
~Sets the maximum number of BACKWALKs.
~{max} is number of available BACKWALKs.
~Default is 1.
maxups {max}
~Sets the maximum number of UPs.
~{max} is number of available UPs.
~Default is 1.
maxdowns {max}
~Sets the maximum number of DOWNs.
~{max} is number of available DOWNs.
~Default is 1.
plus:
walkoffmove {fx} {fz}
~This allows Player to modify player's walkoff movement.
~it works like jumpmove {fx} {fz} and params are the same meaning.
turndelay {int}
~ This sets how long the character performs BACKWALK before turning back.
~ {int} is time in centiseconds.
~ This is used together with TURN and BACKWALK.
UP {players, enemies}
~Optional.
~Played when the character walk up, up-left, or up-right.
~For this animation to work correctly, it must have the same number of frames as the WALK animation.
~Entity can have more UP animations, see below.
UP#
~Played if there's opponent within set 'range' while in UP.
~Works just like IDLE# above except it's for UP.
~Before using this, increase the maximum number of UP with 'maxups' in models.txt (see Models.txt above).
DOWN {players, enemies}
~Optional.
~Played when the character walk down, down-left, or down-right.
~For this animation to work correctly, it must have the same number of frames as the WALK animation.
~Entity can have more DOWN animations, see below.
DOWN#
~Played if there's opponent within set 'range' while in DOWN.
~Works just like IDLE# above except it's for DOWN.
~Before using this, increase the maximum number of DOWN with 'maxdowns' in models.txt (see Models.txt above).
but to me the best & option to avoid lots & lots of work ( with the stuff i put above, you have to do lots & lots of sprites &/or drawmethod lines for the scaling)
for each and every enemy.
Damon Caskey has mentioned that it is possible to scale sprites on the "Z" axis, but i have yet to figure out how to do it.
it is very likely to involve script, & the setdrawmethod commands or its script equivalent.
i would like it if there was a test level or mod with such a a script to run tests & experiment with values so others can use it later in general...