This is an example table for one of the models. 10 submeshes, and each submesh is fully described how many vertices/faces/etc it has.
I marked the whole table, and the first submesh in the beginning with red lines.







But it's a helper tool only - there's no (useful) way around, imho, to do some coding to get more than one submesh or the uv data.daemon1 wrote: ↑Mon Mar 30, 2020 1:24 pmok here's the layout of ZM file:
1. vertices array: float x,y,z for each
2. normals array: float x,y,z for each
3. faces array:
material (uint32)
vertex index 1 (int16)
vertex index 2 (int16)
vertex index 3 (int16)
normal index 1 (int16)
normal index 2 (int16)
normal index 3 (int16)
UV1 (float x,y)
UV2 (float x,y)
UV3 (float x,y)
I'm not sure you can read it with hex2obj, maybe yes, maybe no

Acid Bath - Bottle


because its so hardcore!Henchman800 wrote: ↑Tue Mar 31, 2020 7:44 pmBut why would it make sense to store model info in the game.exe?

sounds rad

Maybe. You need to try it out.
(uvs (blue rectangles) seem to need another index set (gray rectangle) - whatever.)Also how do you find the start of the face indicies