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getPos = ftell f + 40
Null= readlong f
VertexCount = readlong f
UnkOff01 = readlong f
UnkOff02 = readlong f
FaceCount = readlong f
MShdId= readlong f
UsedBones=readlong f
UsedBonesStart=readlong f
VertexId = readlong f
VertexEnd = readlong f
weight3 = readbyte f #unsigned
weight2 = readbyte f #unsigned
weight1 = readbyte f #unsigned
weight4 = readbyte f #unsigned
bone1 = readbyte f #unsigned
bone2 = readbyte f #unsigned
bone3 = readbyte f #unsigned
bone4 = readbyte f #unsigned
VEndPos00=ftell f
LongCheck00=readlong f
if LongCheck00!=0 then fseek f VEndPos00 #seek_set
if LongCheck00==0 then (
VEndPos01=ftell f
LongCheck01=readlong f
if LongCheck01!=0 then fseek f VEndPos01 #seek_set
if LongCheck01==0 then (
fseek f 0x8 #seek_cur
VEndPos02=ftell f
LongCheck02=readlong f
if LongCheck02==0 then fseek f 0x0 #seek_cur
if LongCheck02!=0 then fseek f VEndPos02 #seek_set
)
if LongCheck01!=0 then fseek f VEndPos01 #seek_set
)
for x=1 to (Mesh_Info[i].FaceCount)do (
fa=readshort f #unsigned +1
fb=readshort f #unsigned +1
fc=readshort f #unsigned +1
append faceArray [fc,fb,fa]
)