Yes, that should actually be fairly simple. Off the top of my head you'll need to consolidate all of the *Scales into one line, and you'll need to convert the colors from RGB triplets to 001122 html-style hex digits. The geometry and texture parts should be the same, and you can just leave out the display name, region, and bodyset.
You were right, it actually was fairly simple:
Here are the original Loyal Zodiac Guardsmen, preparing to leave through the Ouroboros Portal in search of their lost comrades:
Left to right: Gui Bai Tou (Ghost Rabbit), Shan Lau Hu (Lightning Tiger), Ti Gou (Iron Dog), Jiang Zhu (Honest Boar), Hou Ma (Fire Horse) and Shi Kuai Niu (Stone Ox)So, in this shot, two of the characters were never recorded in a demo.
The two male characters existed in .costume files only. Ti Gou, the Huge model, did exist in a different costume in demo, so I appropriated that one's body scales and modified the PARTNAME to reflect the values from the .costume file.
The other character, Shan Lau Hu, was trickier.
I tried porting his scales over to a template, but something horrible happened. I suspect that because I based the template on Ti Gou's Huge model, something I missed was preserving the Huge proportions, while trying to map the Male model scales onto it.
Fair warning, this is pretty ugly.
I fixed this by copying the costume of Si Xiang, who was also a Male model, in robes. Altered the PARTSNAME accordingly and eliminated the deformed freak I created.
So, until I figure out exactly how to make correct scales, I will simply have to copy the scales from other existing characters. I should have enough to account for most varieties.
The next tricky part is colors. When I translate the RGB values into Hex, I don't always get the right results. I'm not sure why this is, though.