Header char magic[4] (= W3DS) uint16_t format_version (=2 at the moment) uint16_t mesh_count uint16_t attachement_point_count uint16_t action_count Mesh Header (x mesh_count) char texturename[64] uint16_t triangle_count uint16_t vertex_count uint16_t vertexnum (x 3*triangle_count) # three vertex indexes per face float normal[3] (x triangle_count) # one normal per face float texcoord[2] (x vertex_count) # one uv coordinate per vertex Attachement Point Header x attachement_point_count char name[64] Action Header (x action_count) char name[64] float speed uint16_t marker_count uint16_t frame_count Marker (x marker_count) char name[64] uint16_t frame_count MeshData (x frame_count) (x frame_count) (x mesh_count) (x mesh.vertex_count) float[3] vertex_location (x attachement_point_count) float locX, locY, locZ float rotW, rotX, rotY, rotZ (it's a quaternion) # EOF #