@Suraknar, the normal/tangent/binormals are calculated per vertex so two different models are going to have two different sets of values, i.e pasting the data from a file with 4000 vertices into a file with 5000 vertices will crash the game.
So in other words that mysterious byte information is the actual per vertex calculations and not the information required by the rendering engine on how to handle them.

I was under this impression that this information was pertaining to instruct the engine on how to handle the per vertex calculations whose information is stored elsewhere in the file and would depend on each different model (obviously).

Well in that case yes it is not feasable. Continuing to read with interest here, I am a 3D artist(Maya and the older SoftImage), I understand what we talking about, yet, not necessarilly the coding parts.