This may help. From last summer there are two old threads on
settlements. There are 5 blocks of quad bytes after the tris and vert
blocks. The first has an int of 8 in the header, second block has a 9,
third a 3, fourth a 10, and fifth a 4. Here's what we knew:
3 means vertex normals RGB encoded
10 means vertex tangents RGB encoded
just like a mesh file. Caliban told us the 4 means texture coordinates
encoded as high byte/low byte. The 8 means light indices in rgb, ambient
occlusion in .a. The 9 means light attenuation, ambient occlusion in .a.
Later on we got more info and one of these changed to being about
animations. It was the byte quad block that was mostly zeros so that
sort of made sense. The byte blocks have the same number of entries
as the verts which makes sense for normals and tangents and uvs.
For the uvs, if b0, b1, b2, b3 are the bytes you calculate uvs by
Code:
u = float( b1 ) / 256.0 + float( b0 ) / ( 256.0 * 256.0 )
v = float( b3 ) / 256.0 + float( b2 ) / ( 256.0 * 256.0 )
Hope that is helpful to your investigations. Good job on all you've done!