I`ve recently been looking into the game files of bf3/bf4 and mohwf (frostbite2/3). I have written working texture converters for them and a semi working mesh(chunk) to obj converter(based on hex2obj by shakotay).
But I want to breakdown the files further.
Ok so the model files are of two parts
1: the .mesh file (header file) and
2: the .chunk file (payload file).
There still are a few things I don`t quite understand. For instance some of the models have multiple parts in a single mesh. But in game they all are separate models or model parts if you like i.e car body and its wheels are separate models in game, but in game files they are stored as one continuous mesh. Would this info be stored in the .mesh (header) or a .chunk (payload files)?
video http://www.youtube.com/watch?v=URDXPxyoJvU
And I`m also interested in bone weights and bone structures. The skeleton files are in readable format(txt file) and all the skeletal structure is available but now I need to know where the vertex values are stored so I can tie these together.
Here is a section from a .chunk (payload file)

so my question is is this how bone weights are typically stored in mesh files? Or do I got it completely wrong and should look elsewhere?
here are "rat" files https://dl.dropboxusercontent.com/u/881 ... ch/rat.rar



