Unsure whether you're talking about the stride or not but for my little Noesis plugin I just instead looked for the header, then skipped 0x14 for verts, read the VCount, 0x4 to get the stride, then VCount & VStride and repeat the same technique to get FCount. You can look at my plugin for reference.Tora wrote: ↑Thu Dec 02, 2021 2:15 am Hey, thank you for the information in this thread. I added initial .rrgeom support to https://github.com/aoemods/AOEMods.Essence. I noticed some rrgeoms have 28 bytes per vertex and some (like the first one in this thread) have 16, perhaps there are even more. Right now I just read the first two GEOB chunks of each geometry object in the file and assume the first stores positions as halfs (and I skip the rest of the vertex data) and the second stores faces. Hopefully we can figure everything out and also convert the material files (I already have a converter for the textures too).
For reference also, verts are halfs, normals are bytes, UVs are half floats and faces are unsigned shorts. This is what I was able to pull with my very, very limited skills.
