Well the few bits that were left in have helped us figure stuff out so cheers for that :) Shame about the animated weapons, would have been a nice touch. I'm guessing we'd have seen flails too if it had panned out. What was the main idea behind having attachments sets btw, less resource usage?

@GOM Doubt the other non-standard meshs will work ingame, they get skeletons assigned to them by the xmls used to add the weapons so I'm guessing thats why the vertex datas screwed up. The xmls Caliban provided can be found here incase you havent seen them https://forums.totalwar.org/vb/showthread.php?t=74083
Interesting all the .gr2's referenced here and in the other leftover attsetdb files are found in the unit_models folder but as .mesh's not .gr2

I wouldnt worry about too much functionality, as long as it can export functional .mesh's most people will be happy enough.

@KE
Quote Originally Posted by Casuir
As for the booleans, I changed the 03 byte to 00 then tested that, then re-wrote most of the values with 00's then tested that, finally I deleted from the 2 byte num_vertex to the last byte of the third data stream (inclusive) and tested that. I also edited the texture on the model in question so I'd be sure the game was using the edited files.
Cant test at the mo but I'm guessing if the boolean values arent used then it doesnt matter how many streams it says will follow.

Btw theres 3213 meshs including mounts and generals