@DrDir > I know there are other ways to include the original 256x256 skinfile in the Editor, but this involves mdl3 editors.
As I have only experience in mdl and mdl2 I try to avoid them.
So I took the 3DS file and imported it in my AnimationMaster.
Then it is possible to turn the model in the editor, which involve their own way of QMLE to create a new skinfile.
ie frontsize, sidezize, turned.
From there a came upon a qmle skinfile of 301x49:
Changing the components as QMLE has in its root also create another skinfile. This one is 308x129:
So from there I had to retrack your skinfile again to make it fit.
I'm sure there are better ways to do it but then another aproach has to be taken.
Like converting it to another mdl3 file and have it reimported into MAX3D with the special plug in.
@DreadLore > I have no intention to break any rule with licenses.
I made quiet some quakelevels and models now, but I always considered to add a txt file with related info awards ID licencee.
I feel no pirate, more someone who contributes to the Quake1 community.
@Dr.Shadowborgh> I had the DoomGl monsters ported to Quake1.
There was a flying skull that looks a bit like it. I added a torch to it.
I made a pose that attracks its wings before the eyes, like a bat in idle pose.
