Had a look at this and done some experimenting. First the easy bit. I fixed the scaling problem by changing this in the X file:
xof 0303txt 0032
Frame Root {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 1.000000,-0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
to this:
xof 0303txt 0032
Frame Root {
FrameTransformMatrix {
2.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 2.000000, 0.000000,
0.000000, 2.000000, 0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
That change simply doubles the object's size. You don't seem to be able to do it consistently via the .fpe files yet.
I then loaded the object into my "object fixing" utility and saved the new mesh.
I'm not sure how you wanted it to look but the FPSC entity shader (which seems to be the default even when none is specified in the fpe file) now makes the object look like this:
Is that any better? Still looks weird to me since the things which are meant to be behind the window (I assume) seem to show a bump map effect.
Such large areas of glass really need a reflection shader applied to them to look realistic.