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0x00 DWORD: Texture-ID of the texture to use (zero based) 0x04 DWORD: offset to Vertex-data start for this Model
0x00 DWORD: TYPE of data [see notes]
→exp TYPE-0 Models
For each Model, 8-bytes per entry: (the count is located at 0x0A in File Header)
Model Vertex Data:
0x04 beginning of PSP-Encoded vertex data [see notes]
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==exp TYPE-0 Models==
<small>Stub -- incomplete</small>
These files contain static geometry with initial bounding-box data preceeding the vertex data, and usually represent all the '''Location Map models''' to render within the game.