[RESOURCE] Rescaled Areas from Planescape: Torment

Using python, I have rescaled every zone in Planescape: Torment down to 75% size.
This is an attempt to match the approximate scale of the character animations in the Baldur's Gate games, allowing the use of PST zones in mods for other games without things being noticeably off. These zones should be compatible with any of the Enhanced Engine games (BGEE, SOD, BG2EE, EET, IWDEE). As I used .pvrz tilesets, they are not compatible with the original versions. I have removed all creatures, items, and scripts, but have left trigger regions, entrances and doors intact.
These resources (packaged as a WeiDU mod), are available on GitHub here.
A quick example:
See the ReadMe on github for more details about the implementation. Feel free to contact me in the usual spots if you have any questions or run into any problems. (If, for whatever reason, you need an Infinity Engine area rescaled to some arbitrary extent, I do have a python script capable of handling that.)
This is an attempt to match the approximate scale of the character animations in the Baldur's Gate games, allowing the use of PST zones in mods for other games without things being noticeably off. These zones should be compatible with any of the Enhanced Engine games (BGEE, SOD, BG2EE, EET, IWDEE). As I used .pvrz tilesets, they are not compatible with the original versions. I have removed all creatures, items, and scripts, but have left trigger regions, entrances and doors intact.
These resources (packaged as a WeiDU mod), are available on GitHub here.
A quick example:

See the ReadMe on github for more details about the implementation. Feel free to contact me in the usual spots if you have any questions or run into any problems. (If, for whatever reason, you need an Infinity Engine area rescaled to some arbitrary extent, I do have a python script capable of handling that.)
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Comments
Anyone is welcome to make use of these for any mods they want - just be sure to change the filename of the .ARE file to something using your modding prefix (so it doesn't collide with one of my mods that would also be using that area).
As for IWD2, I know the .ARE file formats are a bit different, but are there other concerns in porting the areas between IWD2 and the BG2/etc. engines that make this more difficult?