My stonesense <=> RAWs check is here, but it isn't complete and fool-proof. I don't understand some things about Stonesense xml and no one was able to explain them to me so far.
http://www.bay12forums.com/smf/index.php?topic=133640.msg4789713#msg4789713 EDIT: Anyway, to Stonesensify Masterwork, you'd need to have a full-time sprite artist and xml writer. Me and others have been trying to stonesensify Pony mods (which have much much fewer creatures and stuff) and were only partly successful. Come to think of it, I wrote a script that read pony castes and produced hundreds of kilobytes of xml config for stonesense.
I'm considering writing a materials script next. It is feasible to read all INORGANIC and MATERIAL_TEMPLATE things, then fill in the blanks in materials that use templates. I'm not too sure about a few things, though:
* Which tokens are important. This is a good place to start
http://dwarffortresswiki.org/index.php/DF2012:Metal but there is a crapload of material definition tokens:
http://dwarffortresswiki.org/index.php/DF2012:Material_token * How do organic materials work, exactly? It would be nice to have a list of thread, silk, bone and leather properties too. I don't even know if it is possible to mod these things to have different properties and things like ironwool, ironwood and dragon hide offer better protection. I'm guessing it can be done.
Then there is the problem of material syndromes, which I guess I can port from creature script.
Overall materials are tricky, but there is a need for them.