That sounded easy but when i tried it i couldnt get it working, (but i am new to modeling so its highly possible i did somthing wrong)
I exported the .p to .3ds format with bitrun (old version) then opened it in PCreator and imported the BMP and fliped the Y on the UV map. then saved the .p file and edited the RSD file as you said, put it back into the game and then all that happens in game is i get the vertex error, then i hex edited the .p file as said in the other threads and got it working and then the ingame model is just huge and without colour.
(sorry if that doesnt make sense)
After you export it to a .3ds file, you want to open that in Blender (or whatever 3d modeling program you use). From there you will likely need to weld the vertexes together because Biturn usually exports models with cracks in them.
Next open the object's UV map and apply whatever .bmp file you plan on using. From there just move the faces around until it looks like you want it to.
Save and export it as a .3ds file again and open that in PCreator. Choose Battle Model, Texture files, Open bitmap, and also make sure to flip it on the Y axis just like you did the first time. Save.
When you save it won't have .p on the end of it so go ahead and add it yourself.
Change the RSD to say
NTEX=1
TEX[0]=Brizad.tim
Now using Image2Tex open up the bitmap you want to use and save it as a .tex file. (make sure when saving you erase the entire filename and type in brizad.tex yourself. Sometimes the program likes to save them as .bmp accidentally or won't overwrite. So this is just precautionary.
Now then put all of your files where they belong and recompile magic.lgp using LGP/UnLGP by Aali.
The only way to make sure your file is the correct size is to test it in the game. If it's not right, open it in Kimera and resize it. Recompile..test...kimera...recompile...test...kimera...etc etc until it's like you want it. Then hex edit it.
Finally, post pictures on qhimm