Hm... odd. None the less, thanks very much for that, it's always nice to have an outside look onto these things. I'll look into that when I'm finished with the .pl files (which are currently being very annoying).
Well, after spending way too long on remodeling my original .ty face converter to support the player model, here's what I have to show for it:
Don't worry, it's meant to look like that. At the very least I got a couple of faces to export properly. Now I have to make a way for it to add to the vertices.
But now, I have to ask a question:
I know that the vertice origins are unorganized, but could this mean you have to rotate them as well?
...well, after messing up even further what was once clean and organized code, I managed to make my face extracting program actually work (it was complaining quite a few times before). Now the only errors it has are those when it tries to convert the Triangle fans (I really need to get around to that). None the less, I managed to get something decent out of it... Helloooooooooooooooo fox:
So far, I've noticed the only scrambling in the vertices occurs in the Z-axis (don't quote me on that, I'm not entirely sure). However, as you stated before:
hmm... seems I was looking at the player hex wrongly...
here is the way it should be:
80 00 0C
09 04 2C 03 A7 05 8C
0C 07 D6 07 A8 05 8C
0C 07 D7 07 A9 05 8D
09 04 2E 03 A9 05 8D
09 04 2E 03 A9 05 8D
09 04 2D 03 A8 04 ED
03 07 83 07 37 04 F4
03 07 84 07 38 05 8D
03 07 84 07 38 04 F4
03 07 70 07 17 05 8C
09 04 2C 03 A7 05 8D
09 04 2E 03 A9 05 8D
?? vertex normal UV
I've imported a few more faces in my old pl converter since I've noticed this...
still... not all though...
I have quite a large suspicion that the magenta colors are the unscramblers for the vertices... however, multiple faces corners are applied to the same vertice... oh... maybe every face that includes the point has the same unscrambler? I'll get back to you.