Quote Originally Posted by GrumpyOldMan
The figures in the Aztec bodysuit folder are different in that the initial header is 4 bytes shorter, could be because there is only a body group and no leg group? - Could be a clue to the make up of the initial header. I've put an error trap in the converter to take care of this. Some of the figures in the folders seem to be WIP or base figures.
Sorry havent done much with this but been having major pc probs. Got a few converted off today with no errors and noticed that some are as you said base figures. Seem to be the models that were exported sans primarys and secondarys and recompiled later via the xmls. Compared a couple for changes in the initial header and noticed a few things. These are the headers from the jannisary_gunner and jannisary_musketeers meshs, models are identical bar the missing primary and secondarys:
(leaving out the serialization::archive bit)

Code:
Musketeer:
00 00 00 01 00 00 00 00 00 00 00 01 00 00 00 00 00 04 00 01 03 01 00 00 
00 00 00 07 00 01 00 02 00 00 00 00 00 15 00 00 00 00 00 0B 00 01 03 03
00 00 00 04 00 00 00 

Gunner
xx xx xx xx 00 00 00 00 00 00 00 01 00 00 00 00 00 04 00 01 03 00 00 00
00 00 00 07 00 01 00 01 00 00 00 00 00 0E 00 00 00 00 00 0B 00 01 03 02
00 00 00 04 00 00 00
I've marked the parts that are different in red, x'x at the start of the gunner code are there to represent the 4 bytes that are missing. I had a look at the guys in the az_body_suit folder and the guys in there missing 4 bytes look like base figures, theres corresponding meshs with weapons and the missing 4 bytes for them all, same goes for generals. It looks like every model thats used ingame has them. Only other bytes that change from file to file are the 15/0E which corresponds with the number of seperate meshs in the file and the 04 at the end, doesnt change between these two but I've noticed some mesh files have an 0C here instead. Other than that the header looks to stay the same between files.

@Bwian, dunno about limits but the bosnian archer has 45 seperate meshs with 8 head variations