Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 0x00 dword blockid //00 08 CC CC
- 0x04 dword loadedsize // * 4 in bytes
- 0x08 dword unknown1 //mesh id maybe?
- 0x0C dword unknown2
- 0x10 dword unknown3
- 0x14 dword unknown4
- 0x18 dword unknown5 //70 00 00 00 it seems always
- now, if unknown2 and unknown3 are zero, thats all, otherwise next:
- 0x1C dword unknown6 //maybe model type from xentax post?, dunno
- 0x20 dword unknown7
- 0x24 dword vertexcount //important!
- struct{ //elementsize = 6 bytes
- short x;
- short z;
- short y;
- } buffer1[vertexcount];
- struct{ //elementsize = 4 bytes
- byte unk1;
- byte unk2;
- byte unk3;
- byte unk4; //maybe connection byte?
- } buffer2[vertexcount]; //tristrips maybe?
- struct{ //elementsize = 4 bytes
- byte unk1;
- byte unk2;
- byte unk3;
- byte unk4;
- } buffer3[vertexcount]; //no idea
- struct{ //elementsize = 8 bytes
- dword unk1; //U float?
- dword unk2; //V float?
- } buffer4[vertexcount]; //UV buffer?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement