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1.A skin texture, that describes the color of the skin and clothes of the creature, or whatever it can be wearing.
2.A list of skin vertices, that are just the position of vertices on the skin texture.
3.A list of triangles, the describe the general shape of the model.
4.A list of animation frames.
Each frame holds a list of the 3D vertices and the index of the precalculated vertex normal.
4.3.0 Alias Model Header
Here is the format of the .MDL file header:
typedef struct
{ long id; // 0x4F504449 = "IDPO"
long version; // Version = 3
vec3_t scale; // Scale factor, for x,y,z
vec3_t origin; // Model origin: point for x=0,y=0,z=0
scalar_t radius; // Model radius, maybe useless now.
vec3_t offsets; // (?)Inte