After exporting the contents the mesh is .md6mesh. I've tried looking into the format but there isn't much on it. I was able to figure out a few things though from looking at the data.
The files are strange but it was able to find some patterns. Seems the characters and objects are padded to 34. The vertex always start after the 00 00 00 3F.
These seem to be the offset of each mesh. It does change here for the hair/eyelashes/eyebrows. The padding is 36.
It still has the 80 3F but there is a gap of 00's before the vertex start i noticed. I did cut each file from the 1st blue set of bytes. Making it so each file starts out at model/xxxx
This is the header now from the cut files
Faces are always in short and start directly after uv's
After much time the model is extractable. I was hoping a script could be made based off the information. Thanks in advance.
I just remember looking at some Wolfenstein New Order files a while ago. The files were named .bmd6model. But it looks like they changed some things since then? I haven't kept up.
I did this manually with Noesis a while ago, from your sample, which was the only 1 I had. You might have sorted them all by now
It was a bit of an odd format to try and script properly though - I wasn't sure if your sample was cut from a larger file, or that's how it was extracted from the game itself.
If you do have any other samples + textures, I can have another look at it sometime
You didnt Ok here is a link to the folder. I got some textures not many. And I cut the mesh data from the OG files. which prob wasnt good but they seem to start out the same each time. Not sure if it will help.
[Samples] **edit**
OK I have a few more samples now of the original mesh and i left my _CUTS.zip in there just incase. I also included the .anim files someone above mentioned them are for bones not sure if you needed them too.