I have located over 200+ "Beta" models in the mesh.dat of THQ PC release that are structured differently from the models used in game.
As I'm not terribly familiar with scripting I have come to an issue in trying to adapt the script I have to this different model types structure.
I can confirm that these files are at least as old as the earliest promotion for the game, based on the cars listed in the files and upon manually rebuilding a file as a single mesh to be loaded by current scripts I have found a garage model that has only been seen as a Max scene render in the promotional content found here:
https://www.gamersyde.com/news_juiced_a ... 70_en.htmlI can also verify model content of car parts that have been cut from release.
I have done my best to parse the file structure and have provided an outline of this structure and a sample file as well as the unfinished script for reference but I'm afraid I'm not familiar enough with scripting to know how to handle reading the unified vertex buffer into memory and building the seperate meshes by offset and lengths stored In the mesh loop.
I am willing to learn though if anyone is willing to help.
I've already prepped a .bat file (not included) to rename all the files of this type from the extracted files so that they can be easily found and set apart from the final release files.
I would love to be able to properly document all of this leftover and cut content and maybe even restore some content to the game, once we can import these files it should be fairly easy to export them with current script to be viewed in game.
I have already verified that the mesh names still link to textures and these models could, in theory, be viewed as intended.