4B object count OF. 0 in empty files 4B simple offset to vertices/faces - doesn't work all the time. Probably useless? OF * object header 116B { 16B name 4B int facegroups offset 4B int facegroup header offset 4B int facegroup header 2 offset 12B zero 4B int ? 94, 0xD4 4B int ? 98, 0x100 4B int ? 9C, 0x104 4B float ?: -bark_moon, cldcar: 1.0 -sky, e_cor: 0.2 -wmvwing: 1.25 12B zero 5x4B floats ? 4B int offset before 0xFFFFFFFF header end marker 6x 4B float ? } OF * facegroup header { 2B number of facegroups NOF 2B NX ? NOF * facegroup/meshdef0 offset { 4B int ? 4B int facegroup/meshdef0 offset } 2B NOF again 2B NX ? NX * offsets + zeros NOF * name { 2B facegroup number 8B char } 4B 0xFFFFFFFF header end marker } NOF * facegroup/meshdef0 (fg/m0) 132B { 4B int offset to next fg/m0, 0 if there's no next, or in some other circumstances 4B int offset to prev? 4B int offset to beginning if this is not first fg/m0? 4B int offset to end if offset to next = 0 4B int offset to meshdef1 + 4 8B zero 48B 3 * { 4B float 1.0 12B zero } 4B int 3 * 4B float 3 * 4B float 1.0 28B zero } NOF * facegroup/meshdef1 96B { 4B int facedef end offset 20B zero 4B int vertices used 4B int ? 4B zero 4B int face def offset 4B int vertex def offset 52B zero } NOF * face block { 8B zero 4B int filepos + 4 4B int face count FC FC * face { 4B int face flags - bits 0, 1 unknown - if bit 2 is set, face has texture coordinates (uv-s) - if bit 3 is set, the face is a quad, otherwise it's a triangle - if bit 4 is set, face has separate colors for each vertex - if bit 5 is set, face has color - if bit 6 is set, face has extra 8 bytes before vertex colors - bits 7-10 unknown. higher bits don't seem to be set 1B int ? 46/49/4B 1B int ? 51/71 1B int ? 0C 1B int face block size divided by 4 - A = 40B, 9 = 36, etc. 2B int zero 2B int material index 4x 2B vertex indices, relative to the face group. The last index is zero in triangle faces if (face has extra 8 bytes) { 8B extra bytes } if (face has color) { if (face has vertex colors) { 3/4 * 4B RGBA vertex color } else { 4B RGBA color } } if (face has texture coordinates) { 3/4 * { 2B int horizontal texture coord 2B int vertical texture coord } } } } Vertices { 2B int X 2B int Y 2B int Z 2B int ? }