GiN Tjobingz0r
// Means it's a comment, our superior text-parser won't read it.. 
// So, this means you suck, cause you tried to hack the format punk!!... ;)

//This is unortodox fox.

//Bitch	
Format=GiNInternalMesh
//means it's not encrypted
EncryptKey=0 
//special thanks to all my friends..

//only one model.
NrOfModels=7

//Here comes some modelinfo.
model 1 start
modelName=ChamferBox01

PositionX=-0.922100
PositionY=-15.951863
PositionZ=0.896270

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=156
nrOfIndices=204
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
0 3 1
0 4 5
0 6 4
0 7 6
0 8 7
0 2 8
2 9 8
2 10 9
2 11 10
2 12 11
2 1 12
1 13 12
1 14 13
1 15 14
1 16 15
1 3 16
3 17 16
3 18 17
3 19 18
3 5 19
3 0 5
20 21 22
5 4 23
4 24 23
4 6 24
6 25 24
6 7 25
7 26 25
7 8 26
8 27 26
8 9 27
9 28 27
9 10 28
29 30 31
29 32 30
32 33 30
32 34 33
34 35 33
12 13 36
13 37 36
13 14 37
14 38 37
14 15 38
15 39 38
15 16 39
16 40 39
16 17 40
17 41 40
17 18 41
42 43 44
42 45 43
45 22 43
45 20 22
22 46 47
22 21 46
21 48 46
21 49 48
50 51 52
50 53 51
53 54 51
53 55 54
55 56 54
55 57 56
58 59 60
58 31 59
31 61 59
31 30 61
30 62 61
30 33 62
33 63 62
33 35 63
35 64 63
35 65 64
66 67 68
66 69 67
69 70 67
69 71 70
71 72 70
71 73 72
74 75 76
74 44 75
44 77 75
44 43 77
43 47 77
43 22 47
47 78 79
47 46 78
46 80 78
46 48 80
52 81 82
52 51 81
51 83 81
51 54 83
54 84 83
54 56 84
60 85 86
60 59 85
59 87 85
59 61 87
61 88 87
61 62 88
62 89 88
62 63 89
63 90 89
63 64 90
68 91 92
68 67 91
67 93 91
67 70 93
70 94 93
70 72 94
76 95 96
76 75 95
75 97 95
75 77 97
77 79 97
77 47 79
79 98 99
79 78 98
78 100 98
78 80 100
82 101 102
82 81 101
81 103 101
81 83 103
83 104 103
83 84 104
86 105 106
86 85 105
85 107 105
85 87 107
87 108 107
87 88 108
88 109 108
88 89 109
89 110 109
89 90 110
92 111 112
92 91 111
91 113 111
91 93 113
93 114 113
93 94 114
96 115 116
96 95 115
95 117 115
95 97 117
97 99 117
97 79 99
99 118 119
99 98 118
120 121 122
120 123 121
123 124 121
123 125 124
125 126 124
125 127 126
127 128 126
127 129 128
129 130 128
129 131 130
131 132 130
105 107 133
107 134 133
107 108 134
108 135 134
108 109 135
136 137 138
136 139 137
139 140 137
139 141 140
141 142 140
141 143 142
143 144 142
143 145 144
145 146 144
145 147 146
147 148 146
115 117 149
117 119 149
117 99 119
150 122 151
122 121 151
121 124 151
124 152 151
124 126 152
126 128 152
128 130 152
130 132 152
132 153 152
132 154 153
154 138 153
138 137 153
137 140 153
140 155 153
140 142 155
142 144 155
144 146 155
146 148 155
148 151 155
148 150 151
155 152 153
155 151 152
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=104
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=110
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 3 2 1 5 4 6 7 8 9 10 11 12 13 14 15 16 17 18 19 4 21 20 21 22 23 24 25 26 10 27 26 11 28 12 29 29 30 31 32 33 34 18 35 34 19 37 36 38 22 22 39 38 23 40 24 41 25 25 42 41 43 44 45 
46 30 30 47 46 31 48 32 49 33 33 50 49 51 53 52 54 55 54 56 57 58 57 59 60 61 62 63 62 64 65 66 65 67 69 68 70 71 70 72 73 74 73 75 76 77 78 79 78 80 81 82 81 83 85 84 69 86 85 70 87 71 88 72 
89 73 90 74 91 91 92 93 77 94 93 78 95 79 96 80 97 81 98 82 99 99 84 103 101 100 92 102 
}

//the size of this is NrOfVertexPoints
Vertices
{
-17.551195 36.857521 14.918518 
17.551195 36.857521 14.918518 
-17.551195 36.857521 -14.918518 
17.551195 36.857521 -14.918518 
-17.551195 36.387234 16.673641 
-18.428757 36.387234 16.438498 
-19.071175 36.387234 15.796079 
-19.306318 36.387234 14.918518 
-19.306318 36.387234 -14.918518 
-19.071175 36.387234 -15.796079 
-18.428757 36.387234 -16.438498 
-17.551195 36.387234 -16.673641 
17.551195 36.387234 -16.673641 
18.428757 36.387234 -16.438498 
19.071175 36.387234 -15.796079 
19.306318 36.387234 -14.918518 
19.306318 36.387234 14.918518 
19.071175 36.387234 15.796079 
18.428757 36.387234 16.438498 
17.551195 36.387234 16.673641 
-17.551195 35.102394 17.958479 
-19.071175 35.102394 17.551201 
-20.183878 35.102394 16.438498 
-20.591156 35.102394 14.918518 
-20.591156 35.102394 -14.918518 
-20.183878 35.102394 -16.438498 
-19.071175 35.102394 -17.551201 
-17.551195 35.102394 -17.958479 
17.551195 35.102394 -17.958479 
19.071175 35.102394 -17.551201 
20.183878 35.102394 -16.438498 
20.591156 35.102394 -14.918518 
20.591156 35.102394 14.918518 
20.183878 35.102394 16.438498 
19.071175 35.102394 17.551201 
17.551195 35.102394 17.958479 
-17.551195 33.347275 18.428764 
-19.306318 33.347275 17.958479 
-20.591156 33.347275 16.673639 
-21.061441 33.347275 14.918518 
-21.061441 33.347275 -14.918518 
-20.591156 33.347275 -16.673639 
-19.306318 33.347275 -17.958479 
-17.551195 33.347275 -18.428764 
17.551195 33.347275 -18.428764 
19.306318 33.347275 -17.958479 
20.591156 33.347275 -16.673639 
21.061441 33.347275 -14.918518 
21.061441 33.347275 14.918518 
20.591156 33.347275 16.673639 
19.306318 33.347275 17.958479 
17.551195 33.347275 18.428764 
-17.551195 3.510246 18.428764 
-19.306318 3.510246 17.958479 
-20.591156 3.510246 16.673639 
-21.061441 3.510246 14.918518 
-21.061441 3.510246 -14.918518 
-20.591156 3.510246 -16.673639 
-19.306318 3.510246 -17.958479 
-17.551195 3.510246 -18.428764 
17.551195 3.510246 -18.428764 
19.306318 3.510246 -17.958479 
20.591156 3.510246 -16.673639 
21.061441 3.510246 -14.918518 
21.061441 3.510246 14.918518 
20.591156 3.510246 16.673639 
19.306318 3.510246 17.958479 
17.551195 3.510246 18.428764 
-17.551195 1.755125 17.958479 
-19.071175 1.755125 17.551201 
-20.183878 1.755125 16.438498 
-20.591156 1.755125 14.918518 
-20.591156 1.755125 -14.918518 
-20.183878 1.755125 -16.438498 
-19.071175 1.755125 -17.551201 
-17.551195 1.755125 -17.958479 
17.551195 1.755125 -17.958479 
19.071175 1.755125 -17.551201 
20.183878 1.755125 -16.438498 
20.591156 1.755125 -14.918518 
20.591156 1.755125 14.918518 
20.183878 1.755125 16.438498 
19.071175 1.755125 17.551201 
17.551195 1.755125 17.958479 
-17.551195 0.470285 16.673641 
-18.428757 0.470285 16.438498 
-19.071175 0.470285 15.796079 
-19.306318 0.470285 14.918518 
-19.306318 0.470285 -14.918518 
-19.071175 0.470285 -15.796079 
-18.428757 0.470285 -16.438498 
-17.551195 0.470285 -16.673641 
17.551195 0.470285 -16.673641 
18.428757 0.470285 -16.438498 
19.071175 0.470285 -15.796079 
19.306318 0.470285 -14.918518 
19.306318 0.470285 14.918518 
19.071175 0.470285 15.796079 
18.428757 0.470285 16.438498 
17.551195 0.470285 16.673641 
17.551195 0.000000 -14.918518 
-17.551195 0.000000 -14.918518 
17.551195 0.000000 14.918518 
-17.551195 0.000000 14.918518 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
73 38 49 59 86 101 79 72 51 31 25 19 8 24 30 35 60 78 84 90 109 99 97 105 85 71 53 27 5 107 94 92 108 97 109 99 4 22 36 56 82 104 107 94 92 108 69 67 70 100 93 65 63 95 66 96 68 98 91 62 61 64 67 69 
70 100 93 65 63 95 66 96 68 98 91 62 61 64 47 45 48 43 41 44 46 40 39 42 45 47 48 43 41 44 46 40 39 42 17 15 18 13 11 14 16 10 9 12 15 17 18 13 11 14 16 10 9 12 2 1 106 80 87 88 75 76 52 54 
32 28 26 6 20 0 1 2 3 29 23 21 34 33 57 55 77 81 83 103 89 0 102 74 50 37 7 58 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.083749 0.013246 
0.916250 0.013246 
0.937063 0.013246 
0.047701 0.024285 
0.952299 0.024285 
0.047701 0.024286 
0.952299 0.024286 
0.083750 0.048071 
0.916250 0.048071 
0.021312 0.048071 
0.047701 0.048071 
0.054444 0.048071 
0.083749 0.048071 
0.095642 0.048071 
0.904357 0.048071 
0.916250 0.048071 
0.945555 0.048071 
0.952299 0.048071 
0.978688 0.048071 
0.083749 0.048071 
0.916251 0.048071 
0.021312 0.054444 
0.978688 0.054444 
0.062937 0.054444 
0.937063 0.054444 
0.062937 0.054445 
0.937063 0.054445 
0.021312 0.054445 
0.978688 0.054445 
0.047701 0.071857 
0.952299 0.071857 
0.047701 0.071857 
0.952299 0.071857 
0.011653 0.095642 
0.042125 0.095642 
0.957875 0.095642 
0.988347 0.095642 
0.083750 0.095642 
0.916250 0.095642 
0.011653 0.095643 
0.042124 0.095643 
0.048071 0.095643 
0.083749 0.095643 
0.095642 0.095643 
0.904357 0.095643 
0.916250 0.095643 
0.951929 0.095643 
0.957875 0.095643 
0.988347 0.095643 
0.083749 0.095643 
0.916251 0.095643 
0.042124 0.095643 
0.957876 0.095643 
0.011653 0.095643 
0.988347 0.095643 
0.011653 0.904357 
0.988347 0.904357 
0.042124 0.904357 
0.083749 0.904357 
0.916251 0.904357 
0.957876 0.904357 
0.011653 0.904357 
0.042124 0.904357 
0.048071 0.904357 
0.083749 0.904357 
0.095642 0.904357 
0.904357 0.904357 
0.916250 0.904357 
0.951929 0.904357 
0.957875 0.904357 
0.988347 0.904357 
0.011653 0.904358 
0.042125 0.904358 
0.083750 0.904358 
0.916250 0.904358 
0.957875 0.904358 
0.988347 0.904358 
0.047701 0.928143 
0.952299 0.928143 
0.047701 0.928143 
0.952299 0.928143 
0.021312 0.945555 
0.978688 0.945555 
0.062937 0.945555 
0.937063 0.945555 
0.021312 0.945556 
0.062937 0.945556 
0.937063 0.945556 
0.978688 0.945556 
0.083749 0.951929 
0.916251 0.951929 
0.021312 0.951929 
0.047701 0.951929 
0.054444 0.951929 
0.083749 0.951929 
0.095642 0.951929 
0.904357 0.951929 
0.916250 0.951929 
0.945555 0.951929 
0.952299 0.951929 
0.978688 0.951929 
0.083750 0.951929 
0.916250 0.951929 
0.047701 0.975714 
0.952299 0.975714 
0.047701 0.975715 
0.952299 0.975715 
0.062937 0.986754 
0.083749 0.986754 
0.916250 0.986754 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 1 end

model 2 start
modelName=Box01

PositionX=-13.483582
PositionY=10.749646
PositionZ=-6.665063

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=128
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
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47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 26 27 12 25 11 24 10 16 2 15 1 14 0 40 41 39 38 30 29 28 54 55 53 52 44 43 42 66 68 64 62 60 58 56 80 82 78 76 74 72 70 95 97 93 91 89 87 84 6 21 7 20 22 8 23 9 17 3 18 4 19 5 35 
34 36 37 31 32 33 49 48 50 51 45 46 47 59 57 61 63 65 67 69 73 71 75 77 79 81 83 88 86 90 92 94 96 85 117 103 118 102 104 119 105 120 107 122 108 123 109 124 113 100 115 98 101 116 106 121 110 125 111 126 112 127 117 103 
118 102 104 119 105 120 107 122 108 123 109 124 114 100 115 99 101 116 106 121 110 125 111 126 112 127 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.514799 0.010541 
0.518200 0.010541 
0.521600 0.010541 
0.528400 0.010541 
0.531800 0.010541 
0.535200 0.010541 
0.514799 0.010541 
0.518199 0.010541 
0.521599 0.010541 
0.525000 0.010541 
0.525000 0.010541 
0.528400 0.010541 
0.531801 0.010541 
0.535201 0.010541 
0.514799 0.148694 
0.518200 0.148694 
0.521600 0.148694 
0.528400 0.148694 
0.531800 0.148694 
0.535200 0.148694 
0.514799 0.148694 
0.518199 0.148694 
0.521599 0.148694 
0.525000 0.148694 
0.525000 0.148694 
0.528400 0.148694 
0.531801 0.148694 
0.535201 0.148694 
0.514799 0.286847 
0.518200 0.286847 
0.521600 0.286847 
0.528400 0.286847 
0.531800 0.286847 
0.535201 0.286847 
0.514799 0.286847 
0.518199 0.286847 
0.521600 0.286847 
0.525000 0.286847 
0.525000 0.286847 
0.528400 0.286847 
0.531801 0.286847 
0.535201 0.286847 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.525000 0.425000 
0.525000 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.563153 
0.514799 0.563153 
0.518199 0.563153 
0.518200 0.563153 
0.521600 0.563153 
0.521600 0.563153 
0.525000 0.563153 
0.525000 0.563153 
0.528400 0.563153 
0.528400 0.563153 
0.531800 0.563153 
0.531801 0.563153 
0.535201 0.563153 
0.535201 0.563153 
0.514799 0.701306 
0.514799 0.701306 
0.518199 0.701306 
0.518200 0.701306 
0.521599 0.701306 
0.521600 0.701306 
0.525000 0.701306 
0.525000 0.701306 
0.528400 0.701306 
0.528400 0.701306 
0.531800 0.701306 
0.531801 0.701306 
0.535200 0.701306 
0.535201 0.701306 
0.514799 0.839458 
0.535201 0.839458 
0.514799 0.839458 
0.518199 0.839458 
0.518200 0.839458 
0.521599 0.839458 
0.521600 0.839458 
0.525000 0.839458 
0.525000 0.839458 
0.528400 0.839458 
0.528400 0.839458 
0.531800 0.839458 
0.531801 0.839458 
0.535200 0.839458 
0.013022 0.881215 
0.013022 0.881215 
0.183681 0.881215 
0.354341 0.881215 
0.514799 0.881215 
0.518199 0.881215 
0.521599 0.881215 
0.525000 0.881215 
0.525000 0.881215 
0.528400 0.881215 
0.531800 0.881215 
0.535200 0.881215 
0.695659 0.881215 
0.866319 0.881215 
1.036978 0.881215 
0.013022 -0.031214 
0.013022 -0.031214 
0.183681 -0.031214 
0.354341 -0.031214 
0.514799 -0.031214 
0.518199 -0.031214 
0.521599 -0.031214 
0.525000 -0.031214 
0.525000 -0.031214 
0.528400 -0.031214 
0.531800 -0.031214 
0.535200 -0.031214 
0.695659 -0.031214 
0.866319 -0.031214 
1.036978 -0.031214 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 2 end

model 3 start
modelName=Box02

PositionX=-0.750408
PositionY=10.749645
PositionZ=8.154058

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=136
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
63 65 66 67 68 69 71 70 72 73 74 75 76 78 77 79 80 81 82 83 85 84 86 87 88 89 90 92 91 93 94 95 96 97 0 50 1 49 51 2 52 3 53 4 54 5 55 6 6 62 13 55 69 20 76 27 83 34 90 41 97 48 48 96 
47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 26 27 11 23 9 22 8 17 3 16 2 14 0 58 60 57 53 51 48 47 72 74 71 70 64 63 61 87 88 82 80 78 77 75 120 121 119 117 110 109 108 134 135 133 131 124 123 122 12 25 10 24 20 6 21 7 18 4 19 5 15 1 55 
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35 95 97 36 98 37 101 40 102 41 103 42 29 91 30 90 93 32 99 38 104 43 105 44 107 46 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.481623 0.526174 
0.498377 0.526174 
0.484416 0.526174 
0.487209 0.526174 
0.492791 0.526174 
0.495584 0.526174 
0.487205 0.526174 
0.489998 0.526174 
0.490002 0.526174 
0.492794 0.526174 
0.484413 0.526174 
0.495587 0.526174 
0.481620 0.526175 
0.498380 0.526175 
0.481622 1.004116 
0.498377 1.004116 
0.484415 1.004116 
0.487208 1.004116 
0.492792 1.004116 
0.495585 1.004116 
0.487206 1.004116 
0.489999 1.004116 
0.490001 1.004116 
0.492794 1.004116 
0.481620 1.004116 
0.484413 1.004116 
0.495587 1.004116 
0.498380 1.004116 
0.131544 1.065426 
0.131544 1.065426 
0.251029 1.065426 
0.251029 1.065426 
0.370514 1.065426 
0.370514 1.065426 
0.481620 1.065426 
0.484413 1.065426 
0.487205 1.065426 
0.489998 1.065426 
0.490000 1.065426 
0.490000 1.065426 
0.492791 1.065426 
0.495584 1.065426 
0.498377 1.065426 
0.609485 1.065426 
0.728971 1.065426 
0.728971 1.065426 
0.848456 1.065426 
0.481622 1.482058 
0.484415 1.482058 
0.495585 1.482058 
0.498378 1.482058 
0.487208 1.482058 
0.489999 1.482058 
0.490000 1.482058 
0.492792 1.482058 
0.484414 1.482058 
0.487206 1.482058 
0.492793 1.482058 
0.495586 1.482058 
0.481621 1.482058 
0.498379 1.482058 
0.481621 1.960000 
0.498378 1.960000 
0.484414 1.960000 
0.487207 1.960000 
0.492793 1.960000 
0.495586 1.960000 
0.484414 1.960000 
0.487207 1.960000 
0.490000 1.960000 
0.490000 1.960000 
0.492793 1.960000 
0.495586 1.960000 
0.481621 1.960000 
0.498378 1.960000 
0.481621 2.437941 
0.498379 2.437941 
0.484414 2.437942 
0.487206 2.437942 
0.487208 2.437942 
0.489999 2.437942 
0.490000 2.437942 
0.492792 2.437942 
0.492793 2.437942 
0.495586 2.437942 
0.481622 2.437942 
0.484415 2.437942 
0.495585 2.437942 
0.498378 2.437942 
0.131544 2.854573 
0.131544 2.854573 
0.251029 2.854573 
0.251029 2.854573 
0.370514 2.854573 
0.370514 2.854573 
0.481620 2.854573 
0.484413 2.854573 
0.487205 2.854573 
0.489998 2.854573 
0.490000 2.854573 
0.490000 2.854573 
0.492791 2.854573 
0.495584 2.854573 
0.498377 2.854573 
0.609485 2.854573 
0.728971 2.854573 
0.728971 2.854573 
0.848456 2.854573 
0.481620 2.915883 
0.484413 2.915883 
0.487206 2.915883 
0.492794 2.915883 
0.495587 2.915883 
0.498380 2.915883 
0.481622 2.915884 
0.484415 2.915884 
0.487208 2.915884 
0.489999 2.915884 
0.490001 2.915884 
0.492792 2.915884 
0.495585 2.915884 
0.498377 2.915884 
0.481620 3.393825 
0.484413 3.393825 
0.487205 3.393825 
0.492794 3.393825 
0.495587 3.393825 
0.498380 3.393825 
0.481623 3.393825 
0.484416 3.393825 
0.487209 3.393825 
0.489998 3.393825 
0.490002 3.393825 
0.492791 3.393825 
0.495584 3.393825 
0.498377 3.393825 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 3 end

model 4 start
modelName=Box03

PositionX=10.224360
PositionY=2.306971
PositionZ=-6.767799

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=122
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
63 65 66 67 68 69 71 70 72 73 74 75 76 78 77 79 80 81 82 83 85 84 86 87 88 89 90 92 91 93 94 95 96 97 0 50 1 49 51 2 52 3 53 4 54 5 55 6 6 62 13 55 69 20 76 27 83 34 90 41 97 48 48 96 
47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 44 45 12 43 11 41 4 39 2 33 1 32 0 57 59 55 53 51 49 47 66 67 65 63 62 61 60 80 81 79 71 70 69 68 92 94 90 88 86 84 82 113 121 110 106 102 99 96 8 37 9 36 38 10 40 3 42 5 34 6 35 7 48 
46 50 52 54 56 58 61 60 62 64 65 66 67 77 76 78 72 73 74 75 85 83 87 89 91 93 95 101 120 105 109 112 115 119 14 99 17 96 102 19 106 22 110 25 113 27 116 29 15 100 18 97 104 21 108 24 111 26 114 28 117 30 14 99 
17 96 102 19 106 22 110 25 113 27 116 29 16 100 18 98 103 20 107 23 111 26 114 28 118 31 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.000513 0.000499 
0.167012 0.000499 
0.333511 0.000499 
0.499991 0.000499 
0.500009 0.000499 
0.666489 0.000499 
0.832988 0.000499 
0.999487 0.000499 
0.000495 0.000499 
0.166993 0.000499 
0.333492 0.000499 
0.666508 0.000499 
0.833007 0.000499 
0.999505 0.000499 
0.000495 0.000500 
0.000499 0.000500 
0.000499 0.000500 
0.166993 0.000500 
0.166999 0.000500 
0.333492 0.000500 
0.333500 0.000500 
0.333500 0.000500 
0.499991 0.000500 
0.500000 0.000500 
0.500000 0.000500 
0.666489 0.000500 
0.666500 0.000500 
0.832988 0.000500 
0.833000 0.000500 
0.999487 0.000500 
0.999501 0.000500 
0.999501 0.000500 
0.000510 0.166999 
0.167009 0.166999 
0.832991 0.166999 
0.999490 0.166999 
0.000498 0.167000 
0.166996 0.167000 
0.333495 0.167000 
0.333508 0.167000 
0.499994 0.167000 
0.500006 0.167000 
0.666492 0.167000 
0.666505 0.167000 
0.833004 0.167000 
0.999502 0.167000 
0.000501 0.333500 
0.000507 0.333500 
0.167000 0.333500 
0.167006 0.333500 
0.333498 0.333500 
0.333504 0.333500 
0.499997 0.333500 
0.500003 0.333500 
0.666496 0.333500 
0.666502 0.333500 
0.832994 0.333500 
0.833000 0.333500 
0.999493 0.333500 
0.999499 0.333500 
0.000504 0.500000 
0.167003 0.500000 
0.333501 0.500000 
0.500000 0.500000 
0.500000 0.500000 
0.666499 0.500000 
0.832997 0.500000 
0.999496 0.500000 
0.000501 0.666500 
0.167000 0.666500 
0.333498 0.666500 
0.499997 0.666500 
0.500003 0.666500 
0.666502 0.666500 
0.833000 0.666500 
0.999499 0.666500 
0.000507 0.666500 
0.167006 0.666500 
0.333504 0.666500 
0.666496 0.666500 
0.832994 0.666500 
0.999493 0.666500 
0.000498 0.833000 
0.000510 0.833000 
0.166996 0.833000 
0.167009 0.833000 
0.333495 0.833000 
0.333508 0.833000 
0.499994 0.833000 
0.500006 0.833000 
0.666492 0.833000 
0.666505 0.833000 
0.832991 0.833000 
0.833004 0.833000 
0.999490 0.833000 
0.999502 0.833000 
0.000495 0.999501 
0.000499 0.999501 
0.000499 0.999501 
0.166993 0.999501 
0.166999 0.999501 
0.167012 0.999501 
0.333492 0.999501 
0.333500 0.999501 
0.333500 0.999501 
0.333511 0.999501 
0.499991 0.999501 
0.500000 0.999501 
0.500000 0.999501 
0.500009 0.999501 
0.666489 0.999501 
0.666500 0.999501 
0.666508 0.999501 
0.832988 0.999501 
0.833000 0.999501 
0.833007 0.999501 
0.999487 0.999501 
0.999501 0.999501 
0.999501 0.999501 
0.999505 0.999501 
0.000513 0.999501 
0.999487 0.999501 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 4 end

model 5 start
modelName=Box04

PositionX=-13.483582
PositionY=-10.843797
PositionZ=-6.665063

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=128
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
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47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 26 27 12 25 11 24 10 16 2 15 1 14 0 40 41 39 38 30 29 28 54 55 53 52 44 43 42 66 68 64 62 60 58 56 80 82 78 76 74 72 70 95 97 93 91 89 87 84 6 21 7 20 22 8 23 9 17 3 18 4 19 5 35 
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118 102 104 119 105 120 107 122 108 123 109 124 114 100 115 99 101 116 106 121 110 125 111 126 112 127 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.514799 0.010541 
0.518200 0.010541 
0.521600 0.010541 
0.528400 0.010541 
0.531800 0.010541 
0.535200 0.010541 
0.514799 0.010541 
0.518199 0.010541 
0.521599 0.010541 
0.525000 0.010541 
0.525000 0.010541 
0.528400 0.010541 
0.531801 0.010541 
0.535201 0.010541 
0.514799 0.148694 
0.518200 0.148694 
0.521600 0.148694 
0.528400 0.148694 
0.531800 0.148694 
0.535200 0.148694 
0.514799 0.148694 
0.518199 0.148694 
0.521599 0.148694 
0.525000 0.148694 
0.525000 0.148694 
0.528400 0.148694 
0.531801 0.148694 
0.535201 0.148694 
0.514799 0.286847 
0.518200 0.286847 
0.521600 0.286847 
0.528400 0.286847 
0.531800 0.286847 
0.535201 0.286847 
0.514799 0.286847 
0.518199 0.286847 
0.521600 0.286847 
0.525000 0.286847 
0.525000 0.286847 
0.528400 0.286847 
0.531801 0.286847 
0.535201 0.286847 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.525000 0.425000 
0.525000 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.563153 
0.514799 0.563153 
0.518199 0.563153 
0.518200 0.563153 
0.521600 0.563153 
0.521600 0.563153 
0.525000 0.563153 
0.525000 0.563153 
0.528400 0.563153 
0.528400 0.563153 
0.531800 0.563153 
0.531801 0.563153 
0.535201 0.563153 
0.535201 0.563153 
0.514799 0.701306 
0.514799 0.701306 
0.518199 0.701306 
0.518200 0.701306 
0.521599 0.701306 
0.521600 0.701306 
0.525000 0.701306 
0.525000 0.701306 
0.528400 0.701306 
0.528400 0.701306 
0.531800 0.701306 
0.531801 0.701306 
0.535200 0.701306 
0.535201 0.701306 
0.514799 0.839458 
0.535201 0.839458 
0.514799 0.839458 
0.518199 0.839458 
0.518200 0.839458 
0.521599 0.839458 
0.521600 0.839458 
0.525000 0.839458 
0.525000 0.839458 
0.528400 0.839458 
0.528400 0.839458 
0.531800 0.839458 
0.531801 0.839458 
0.535200 0.839458 
0.013022 0.881215 
0.013022 0.881215 
0.183681 0.881215 
0.354341 0.881215 
0.514799 0.881215 
0.518199 0.881215 
0.521599 0.881215 
0.525000 0.881215 
0.525000 0.881215 
0.528400 0.881215 
0.531800 0.881215 
0.535200 0.881215 
0.695659 0.881215 
0.866319 0.881215 
1.036978 0.881215 
0.013022 -0.031214 
0.013022 -0.031214 
0.183681 -0.031214 
0.354341 -0.031214 
0.514799 -0.031214 
0.518199 -0.031214 
0.521599 -0.031214 
0.525000 -0.031214 
0.525000 -0.031214 
0.528400 -0.031214 
0.531800 -0.031214 
0.535200 -0.031214 
0.695659 -0.031214 
0.866319 -0.031214 
1.036978 -0.031214 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 5 end

model 6 start
modelName=Box05

PositionX=-0.750408
PositionY=-10.162838
PositionZ=8.154058

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=136
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
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47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 26 27 11 23 9 22 8 17 3 16 2 14 0 58 60 57 53 51 48 47 72 74 71 70 64 63 61 87 88 82 80 78 77 75 120 121 119 117 110 109 108 134 135 133 131 124 123 122 12 25 10 24 20 6 21 7 18 4 19 5 15 1 55 
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35 95 97 36 98 37 101 40 102 41 103 42 29 91 30 90 93 32 99 38 104 43 105 44 107 46 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.481623 0.526174 
0.498377 0.526174 
0.484416 0.526174 
0.487209 0.526174 
0.492791 0.526174 
0.495584 0.526174 
0.487205 0.526174 
0.489998 0.526174 
0.490002 0.526174 
0.492794 0.526174 
0.484413 0.526174 
0.495587 0.526174 
0.481620 0.526175 
0.498380 0.526175 
0.481622 1.004116 
0.498377 1.004116 
0.484415 1.004116 
0.487208 1.004116 
0.492792 1.004116 
0.495585 1.004116 
0.487206 1.004116 
0.489999 1.004116 
0.490001 1.004116 
0.492794 1.004116 
0.481620 1.004116 
0.484413 1.004116 
0.495587 1.004116 
0.498380 1.004116 
0.131544 1.065426 
0.131544 1.065426 
0.251029 1.065426 
0.251029 1.065426 
0.370514 1.065426 
0.370514 1.065426 
0.481620 1.065426 
0.484413 1.065426 
0.487205 1.065426 
0.489998 1.065426 
0.490000 1.065426 
0.490000 1.065426 
0.492791 1.065426 
0.495584 1.065426 
0.498377 1.065426 
0.609485 1.065426 
0.728971 1.065426 
0.728971 1.065426 
0.848456 1.065426 
0.481622 1.482058 
0.484415 1.482058 
0.495585 1.482058 
0.498378 1.482058 
0.487208 1.482058 
0.489999 1.482058 
0.490000 1.482058 
0.492792 1.482058 
0.484414 1.482058 
0.487206 1.482058 
0.492793 1.482058 
0.495586 1.482058 
0.481621 1.482058 
0.498379 1.482058 
0.481621 1.960000 
0.498378 1.960000 
0.484414 1.960000 
0.487207 1.960000 
0.492793 1.960000 
0.495586 1.960000 
0.484414 1.960000 
0.487207 1.960000 
0.490000 1.960000 
0.490000 1.960000 
0.492793 1.960000 
0.495586 1.960000 
0.481621 1.960000 
0.498378 1.960000 
0.481621 2.437941 
0.498379 2.437941 
0.484414 2.437942 
0.487206 2.437942 
0.487208 2.437942 
0.489999 2.437942 
0.490000 2.437942 
0.492792 2.437942 
0.492793 2.437942 
0.495586 2.437942 
0.481622 2.437942 
0.484415 2.437942 
0.495585 2.437942 
0.498378 2.437942 
0.131544 2.854573 
0.131544 2.854573 
0.251029 2.854573 
0.251029 2.854573 
0.370514 2.854573 
0.370514 2.854573 
0.481620 2.854573 
0.484413 2.854573 
0.487205 2.854573 
0.489998 2.854573 
0.490000 2.854573 
0.490000 2.854573 
0.492791 2.854573 
0.495584 2.854573 
0.498377 2.854573 
0.609485 2.854573 
0.728971 2.854573 
0.728971 2.854573 
0.848456 2.854573 
0.481620 2.915883 
0.484413 2.915883 
0.487206 2.915883 
0.492794 2.915883 
0.495587 2.915883 
0.498380 2.915883 
0.481622 2.915884 
0.484415 2.915884 
0.487208 2.915884 
0.489999 2.915884 
0.490001 2.915884 
0.492792 2.915884 
0.495585 2.915884 
0.498377 2.915884 
0.481620 3.393825 
0.484413 3.393825 
0.487205 3.393825 
0.492794 3.393825 
0.495587 3.393825 
0.498380 3.393825 
0.481623 3.393825 
0.484416 3.393825 
0.487209 3.393825 
0.489998 3.393825 
0.490002 3.393825 
0.492791 3.393825 
0.495584 3.393825 
0.498377 3.393825 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 6 end

model 7 start
modelName=Box06

PositionX=-8.792998
PositionY=0.951640
PositionZ=7.851569

//quaternations shit, aight.. convert to matrix offcourse
RotationX=0
RotationY=0
RotationZ=0.7
RotationW=0.7

ScaleX=1
ScaleY=1
ScaleZ=1

nrOfVertices=154
nrOfIndices=192
// max would be 8 texturecoords for my engine.
nrOfTextureCoords=1 
nrOfVertexColours=0
normalsStored=false

//Indices have now come before the vertex data, must be fixed in loader.
Indices
{
0 1 2
1 0 3
3 4 1
4 3 5
5 6 4
6 5 7
7 8 6
8 7 9
9 10 8
10 9 11
11 12 10
12 11 13
2 14 15
14 2 1
1 16 14
16 1 4
4 17 16
17 4 6
6 18 17
18 6 8
8 19 18
19 8 10
10 20 19
20 10 12
15 21 22
21 15 14
14 23 21
23 14 16
16 24 23
24 16 17
17 25 24
25 17 18
18 26 25
26 18 19
19 27 26
27 19 20
22 28 29
28 22 21
21 30 28
30 21 23
23 31 30
31 23 24
24 32 31
32 24 25
25 33 32
33 25 26
26 34 33
34 26 27
29 35 36
35 29 28
28 37 35
37 28 30
30 38 37
38 30 31
31 39 38
39 31 32
32 40 39
40 32 33
33 41 40
41 33 34
36 42 43
42 36 35
35 44 42
44 35 37
37 45 44
45 37 38
38 46 45
46 38 39
39 47 46
47 39 40
40 48 47
48 40 41
49 50 51
50 49 52
51 53 54
53 51 50
54 55 56
55 54 53
56 57 58
57 56 55
58 59 60
59 58 57
60 61 62
61 60 59
52 63 50
63 52 64
50 65 53
65 50 63
53 66 55
66 53 65
55 67 57
67 55 66
57 68 59
68 57 67
59 69 61
69 59 68
64 70 63
70 64 71
63 72 65
72 63 70
65 73 66
73 65 72
66 74 67
74 66 73
67 75 68
75 67 74
68 76 69
76 68 75
71 77 70
77 71 78
70 79 72
79 70 77
72 80 73
80 72 79
73 81 74
81 73 80
74 82 75
82 74 81
75 83 76
83 75 82
78 84 77
84 78 85
77 86 79
86 77 84
79 87 80
87 79 86
80 88 81
88 80 87
81 89 82
89 81 88
82 90 83
90 82 89
85 91 84
91 85 92
84 93 86
93 84 91
86 94 87
94 86 93
87 95 88
95 87 94
88 96 89
96 88 95
89 97 90
97 89 96
98 99 100
99 98 101
100 102 103
102 100 99
103 104 105
104 103 102
105 106 107
106 105 104
107 108 109
108 107 106
109 110 111
110 109 108
112 113 114
113 112 115
114 116 117
116 114 113
117 118 119
118 117 116
119 120 121
120 119 118
121 122 123
122 121 120
123 124 125
124 123 122
126 127 128
127 126 129
128 130 131
130 128 127
131 132 133
132 131 130
133 134 135
134 133 132
135 136 137
136 135 134
137 138 139
138 137 136
140 141 142
141 140 143
142 144 145
144 142 141
145 146 147
146 145 144
147 148 149
148 147 146
149 150 151
150 149 148
151 152 153
152 151 150
}

//Here we must have something to build up our vertic list and texturecoordlist correctly.

//also note, for models without texturecoords, vertexdata can be read directly. (I think, maybe not)

//this number is used to create a temporary list of the vertices used. it is a list without repeated data.
NrOfVertexPoints=98
//this is a number who is used for computing the real list of texurecoords.. oh, all the hazzle we must go through! o.O
NrOfTextureCoords 1=128
//this is some data used to compute the _real_ list of vertices to be used. O_o Hazzle!
//it is the size of nrOfVertices
VertexIndices
{
0 8 7 1 9 2 10 3 11 4 12 5 13 6 15 14 16 17 18 19 20 22 21 23 24 25 26 27 29 28 30 31 32 33 34 36 35 37 38 39 40 41 43 42 44 45 46 47 48 49 57 50 56 58 51 59 52 60 53 61 54 62 55 64 
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47 97 95 46 94 45 93 44 92 43 91 42 42 84 35 91 77 28 70 21 63 14 56 7 49 0 
}

//the size of this is NrOfVertexPoints
Vertices
{
-0.233024 0.000000 -8.907872 
-0.155349 0.000000 -8.907872 
-0.077675 0.000000 -8.907872 
-0.000000 0.000000 -8.907872 
0.077675 0.000000 -8.907872 
0.155349 0.000000 -8.907872 
0.233024 0.000000 -8.907872 
-0.233024 0.000000 -5.938581 
-0.155349 0.000000 -5.938581 
-0.077675 0.000000 -5.938581 
-0.000000 0.000000 -5.938581 
0.077675 0.000000 -5.938581 
0.155349 0.000000 -5.938581 
0.233024 0.000000 -5.938581 
-0.233024 0.000000 -2.969291 
-0.155349 0.000000 -2.969291 
-0.077675 0.000000 -2.969291 
-0.000000 0.000000 -2.969291 
0.077675 0.000000 -2.969291 
0.155349 0.000000 -2.969291 
0.233024 0.000000 -2.969291 
-0.233024 0.000000 0.000000 
-0.155349 0.000000 0.000000 
-0.077675 0.000000 0.000000 
-0.000000 0.000000 0.000000 
0.077675 0.000000 0.000000 
0.155349 0.000000 0.000000 
0.233024 0.000000 0.000000 
-0.233024 0.000000 2.969291 
-0.155349 0.000000 2.969291 
-0.077675 0.000000 2.969291 
-0.000000 0.000000 2.969291 
0.077675 0.000000 2.969291 
0.155349 0.000000 2.969291 
0.233024 0.000000 2.969291 
-0.233024 0.000000 5.938581 
-0.155349 0.000000 5.938581 
-0.077675 0.000000 5.938581 
-0.000000 0.000000 5.938581 
0.077675 0.000000 5.938581 
0.155349 0.000000 5.938581 
0.233024 0.000000 5.938581 
-0.233024 0.000000 8.907871 
-0.155349 0.000000 8.907871 
-0.077675 0.000000 8.907871 
-0.000000 0.000000 8.907871 
0.077675 0.000000 8.907871 
0.155349 0.000000 8.907871 
0.233024 0.000000 8.907871 
-0.233024 9.749303 -8.907872 
-0.155349 9.749303 -8.907872 
-0.077675 9.749303 -8.907872 
-0.000000 9.749303 -8.907872 
0.077675 9.749303 -8.907872 
0.155349 9.749303 -8.907872 
0.233024 9.749303 -8.907872 
-0.233024 9.749303 -5.938581 
-0.155349 9.749303 -5.938581 
-0.077675 9.749303 -5.938581 
-0.000000 9.749303 -5.938581 
0.077675 9.749303 -5.938581 
0.155349 9.749303 -5.938581 
0.233024 9.749303 -5.938581 
-0.233024 9.749303 -2.969291 
-0.155349 9.749303 -2.969291 
-0.077675 9.749303 -2.969291 
-0.000000 9.749303 -2.969291 
0.077675 9.749303 -2.969291 
0.155349 9.749303 -2.969291 
0.233024 9.749303 -2.969291 
-0.233024 9.749303 0.000000 
-0.155349 9.749303 0.000000 
-0.077675 9.749303 0.000000 
-0.000000 9.749303 0.000000 
0.077675 9.749303 0.000000 
0.155349 9.749303 0.000000 
0.233024 9.749303 0.000000 
-0.233024 9.749303 2.969291 
-0.155349 9.749303 2.969291 
-0.077675 9.749303 2.969291 
-0.000000 9.749303 2.969291 
0.077675 9.749303 2.969291 
0.155349 9.749303 2.969291 
0.233024 9.749303 2.969291 
-0.233024 9.749303 5.938581 
-0.155349 9.749303 5.938581 
-0.077675 9.749303 5.938581 
-0.000000 9.749303 5.938581 
0.077675 9.749303 5.938581 
0.155349 9.749303 5.938581 
0.233024 9.749303 5.938581 
-0.233024 9.749303 8.907871 
-0.155349 9.749303 8.907871 
-0.077675 9.749303 8.907871 
-0.000000 9.749303 8.907871 
0.077675 9.749303 8.907871 
0.155349 9.749303 8.907871 
0.233024 9.749303 8.907871 
}

//this is to construct the _real_ texturecoord list. it is the size of nrOfVertices
TextureCoordsIndices 1
{
13 26 27 12 25 11 24 10 16 2 15 1 14 0 40 41 39 38 30 29 28 54 55 53 52 44 43 42 66 68 64 62 60 58 56 80 82 78 76 74 72 70 95 97 93 91 89 87 84 6 21 7 20 22 8 23 9 17 3 18 4 19 5 35 
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118 102 104 119 105 120 107 122 108 123 109 124 114 100 115 99 101 116 106 121 110 125 111 126 112 127 
}

//these are the texturecoords. size of "NrOfTextureCoords 1"
TextureCoords 1
{
0.514799 0.010541 
0.518200 0.010541 
0.521600 0.010541 
0.528400 0.010541 
0.531800 0.010541 
0.535200 0.010541 
0.514799 0.010541 
0.518199 0.010541 
0.521599 0.010541 
0.525000 0.010541 
0.525000 0.010541 
0.528400 0.010541 
0.531801 0.010541 
0.535201 0.010541 
0.514799 0.148694 
0.518200 0.148694 
0.521600 0.148694 
0.528400 0.148694 
0.531800 0.148694 
0.535200 0.148694 
0.514799 0.148694 
0.518199 0.148694 
0.521599 0.148694 
0.525000 0.148694 
0.525000 0.148694 
0.528400 0.148694 
0.531801 0.148694 
0.535201 0.148694 
0.514799 0.286847 
0.518200 0.286847 
0.521600 0.286847 
0.528400 0.286847 
0.531800 0.286847 
0.535201 0.286847 
0.514799 0.286847 
0.518199 0.286847 
0.521600 0.286847 
0.525000 0.286847 
0.525000 0.286847 
0.528400 0.286847 
0.531801 0.286847 
0.535201 0.286847 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.425000 
0.518199 0.425000 
0.521600 0.425000 
0.525000 0.425000 
0.525000 0.425000 
0.528400 0.425000 
0.531800 0.425000 
0.535201 0.425000 
0.514799 0.563153 
0.514799 0.563153 
0.518199 0.563153 
0.518200 0.563153 
0.521600 0.563153 
0.521600 0.563153 
0.525000 0.563153 
0.525000 0.563153 
0.528400 0.563153 
0.528400 0.563153 
0.531800 0.563153 
0.531801 0.563153 
0.535201 0.563153 
0.535201 0.563153 
0.514799 0.701306 
0.514799 0.701306 
0.518199 0.701306 
0.518200 0.701306 
0.521599 0.701306 
0.521600 0.701306 
0.525000 0.701306 
0.525000 0.701306 
0.528400 0.701306 
0.528400 0.701306 
0.531800 0.701306 
0.531801 0.701306 
0.535200 0.701306 
0.535201 0.701306 
0.514799 0.839458 
0.535201 0.839458 
0.514799 0.839458 
0.518199 0.839458 
0.518200 0.839458 
0.521599 0.839458 
0.521600 0.839458 
0.525000 0.839458 
0.525000 0.839458 
0.528400 0.839458 
0.528400 0.839458 
0.531800 0.839458 
0.531801 0.839458 
0.535200 0.839458 
0.013022 0.881215 
0.013022 0.881215 
0.183681 0.881215 
0.354341 0.881215 
0.514799 0.881215 
0.518199 0.881215 
0.521599 0.881215 
0.525000 0.881215 
0.525000 0.881215 
0.528400 0.881215 
0.531800 0.881215 
0.535200 0.881215 
0.695659 0.881215 
0.866319 0.881215 
1.036978 0.881215 
0.013022 -0.031214 
0.013022 -0.031214 
0.183681 -0.031214 
0.354341 -0.031214 
0.514799 -0.031214 
0.518199 -0.031214 
0.521599 -0.031214 
0.525000 -0.031214 
0.525000 -0.031214 
0.528400 -0.031214 
0.531800 -0.031214 
0.535200 -0.031214 
0.695659 -0.031214 
0.866319 -0.031214 
1.036978 -0.031214 
} 



//do more work tomorow ol' chap ;=), yes offcourse.. this is tomorow, work commending. :) I must go to the toilet and shit some too.
//what the fuck, why do I write these dirty comments,, hehe *added 2. april 2004*
MeshDependant Modifiers
//Modifier skinning

//skinning 1 *doesnt use skinning, I comment it out.
//another one, for test purposes


MeshIndependant Modifiers
//modifier noise not implemented yet.


//end of model 1 data.
model 7 end

//say that we start meshDependant modifiers..
MeshDependant Modifiers start

skinning 1 start

//what kind of model is it?
modelDep 1
//what skeleton id's is it compatible with?
skeleton 1
//length of this is same as nr of vertices.. info is used to compute length of next tables.
BonesNr
{
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 1 1 1 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2
}

//used to index bones.. bones is in a tree-structure so it will actually be searching.
BonesIdArray
{
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 3 3 3 3 3 3 3 
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 3 4 3 4 3 4 3 4 3 4 3 4 3 4 4 4 4 3 4 3 4 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5
}

//same function as id's, but it's text based. we could ignore them, though names are always nice.
boneNames
{
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone01
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone03
Bone03
Bone03
Bone02
Bone03
Bone02
Bone03
Bone02
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone03
Bone04
}

//Here are the meat of the shiat, the weights. it has the length calculated by that shit up there. ;)
Weights
{
1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 0.090246 0.909754 0.076569 0.923431 0.046200 0.953800 0.021932 0.978068 0.014329 0.985671 0.021933 0.978067 0.046202 0.953798 0.076571 0.923429 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 
1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 0.603183 0.396817 0.590508 0.409492 0.567538 0.432462 0.551603 0.448397 0.546383 0.453617 0.551603 0.448397 0.567535 0.432465 0.590505 0.409495 1.000000 1.000000 1.000000 0.000161 0.999839 0.000997 0.999003 0.000161 0.999839 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 0.500000 0.500000
}
skinning 1 end
MeshDependant Modifiers end

MeshIndependant Modifiers start
//we don't have anyone.
MeshIndependant Modifiers end

skeleton 1 start
//bones go here..
//aight, hva skal vi gjre dersom det ikke finner parent fordi parent ikke er lastet enda?...
bone 1 start
Parent=0
NodeId=2
Name=Bone01

PositionX=0.0000002
PositionY=-30.000210
PositionZ=0.2

RotationX=-0.15
RotationY=0.68
RotationZ=0.15
RotationW=0.68

ScaleX=1
ScaleY=1
ScaleZ=1

NrOfVertices=9
NrOfIndices=14
NormalsStored=false

Vertices
{
4.999876 -4.999996 4.999997
4.999876 4.999996 4.999997
4.999876 4.999996 -4.999997
4.999876 -4.999996 -4.999997
66.170631 -0.500000 0.500000
66.170631 0.500000 0.500000
66.170631 0.500000 -0.500000
66.170631 -0.500000 -0.500000
0.000000 0.000000 0.000000
}

Indices
{
4 7 5  
6 5 7  
1 5 2  
6 2 5  
0 4 1  
5 1 4  
7 3 6  
2 6 3  
4 0 7  
3 7 0  
8 0 1  
8 1 2  
8 2 3  
8 3 0  
}

bone 1 end

bone 2 start
Parent=2
NodeId=3
Name=Bone02

PositionX=66.1706
PositionY=-0.000002
PositionZ=0.0000004

RotationX=-0.0000012
RotationY=-0.0000010
RotationZ=-0.4504004
RotationW=0.8797

ScaleX=1
ScaleY=1
ScaleZ=1


NrVertices=9
NrOfIndices=14
NormalsStored=false

Vertices
{
4.999924 -4.999995 4.999994
4.999924 4.999995 4.999994
4.999924 4.999995 -4.999994
4.999924 -4.999995 -4.999994
63.841290 -0.500000 0.499999
63.841290 0.500000 0.499999
63.841290 0.500000 -0.499999
63.841290 -0.500000 -0.499999
0.000000 0.000000 0.000000
}

Indices
{
4 7 5  
6 5 7  
1 5 2  
6 2 5  
0 4 1  
5 1 4  
7 3 6  
2 6 3  
4 0 7  
3 7 0  
8 0 1  
8 1 2  
8 2 3  
8 3 0  
}

bone 2 end

bone 3 start
Parent=3
NodeId=4
Name=Bone03

PositionX=63.032032
PositionY=0.0000012
PositionZ=0.0

RotationX=0.24
RotationY=0.27
RotationZ=0.38
RotationW=0.84

ScaleX=1
ScaleY=1
ScaleZ=1

NrVertices=9
NrOfIndices=14
NormalsStored=false

Vertices
{
4.999991 -4.999994 4.999993
4.999991 4.999994 4.999993
4.999991 4.999994 -4.999993
4.999991 -4.999994 -4.999993
37.483597 -0.500000 0.499999
37.483597 0.500000 0.499999
37.483597 0.500000 -0.499999
37.483597 -0.500000 -0.499999
0.000000 0.000000 0.000000
}

Indices
{
4 7 5  
6 5 7  
1 5 2  
6 2 5  
0 4 1  
5 1 4  
7 3 6  
2 6 3  
4 0 7  
3 7 0  
8 0 1  
8 1 2  
8 2 3  
8 3 0  
}

bone 3 end

bone 4 start
Parent=4
NodeId=5
Name=Bone4

PositionX=37.43
PositionY=0.0
PositionZ=0.0

RotationX=0
RotationY=0
RotationZ=0
RotationW=1

ScaleX=1
ScaleY=1
ScaleZ=1

NrVertices=9
NrOfIndices=14
NormalsStored=false

Vertices
{
4.999990 -4.999992 4.999991
4.999990 4.999992 4.999991
4.999990 4.999992 -4.999991
4.999990 -4.999992 -4.999991
9.999979 -0.499999 0.499999
9.999979 0.499999 0.499999
9.999979 0.499999 -0.499999
9.999979 -0.499999 -0.499999
0.000000 0.000000 0.000000
}

Indices
{
4 7 5  
6 5 7  
1 5 2  
6 2 5  
0 4 1  
5 1 4  
7 3 6  
2 6 3  
4 0 7  
3 7 0  
8 0 1  
8 1 2  
8 2 3  
8 3 0  
} 

bone 4 end

Skeleton 1 end
//we state EOF because of stupid shit, that wouldn't work, with this we could jump when finding end
//we even need to have it twice, I'll just say WTF!! stupid ifstream, c++ standard lack libary
EOF-GiN
EOF-GiN