So recently was looking at these static mesh based files and I definitely have most of the format figured out. The main issue I'm having is parsing over the material table. If I'm correct the whole format is laid out as so:
-Texture + Material counts (0x4 = submesh count?)
-Material table. (possibly contains info of which triangles to apply the materials too.)
-face indice table as ints (0x4 before it = count)
-vertice count - 0x4 before it = count
-uint16 should = 1 (Refers to use the 1st face count provided in this mesh)
-uv indice table (ints, same count as faces)
-uv count uint32
after that looks like some type of particle table or something, (don't know how that works). But the problem is, with models such as the statue, it has multiple textures to use. so that's the main problem. There has to be some way it interprets part of the table, because the statue definitely has at least two uv mapping layers. As well, the material entries all have different sizes (I don't know if the "FF"s pad it at all) but I'm a little stumped. Attached are samples below. If someone could look I would appreciate it!
fate.zip [31.23 KiB]
Downloaded 27 times
fate-2.zip [7.17 KiB]
Downloaded 19 times
EDIT: Could the "brazier" model be possibly linked to the statue maybe?