The character models are in the .msh files.

guCope.jpg


Format of the .msh files:
Header:
4ByteUnknown
4ByteUnknown

4ByteUnknown@(1)
4Byte#numberofStrings
{4ByteNumberofLetters, ASCII String}

4ByteUnknown@(2)
4Byte#numberofStrings
{4ByteNumberofLetters, ASCII String}

4ByteUnknown@(3)
4Byte#numberofStrings
{4ByteNumberofLetters, ASCII String}

End of Header.

00 00 00 00
04 00 00 00
4ByteUnknownInteger@@(1)
42 61 73 65
28ByteArraryofZeros
4ByteFloatingPoint#1
4ByteFloatingPoint#2
4ByteFloatingPoint#3
4ByteFloatingPoint#4
00 00 00 00
00 00 00 00
00 00 00 00
4ByteUnknownInteger@@(2)
00 00 00 FF
4ByteUnknownInteger@@(3)
01 00 00 00
01 00 00 00
00 00 00 00
00 00 00 00
04 00 00 00
4ByteUnknownInteger@@(4)
20 00 00 00
00 00 00 FF
4ByteFloatingPointWeight#1
4ByteFloatingPointWeight#2
00 00 00 00
00 FF
00 00 00 00
00 00 00 00
01 00 00 00
39ByteArraryofZeros
01 00 00 00
00 01 03 06
07 0A
UnknownByte@@(5)
UnknownByte@@(6)
2F
UnknownByte@@(7)
UnknownByte@@(8)
02 04 01 04
04 04 04 00
.....
4ByteInteger#ofVertexes
{4ByteFloatingPointVertexes(X,Y,Z),4ByteFloatingPointNormalMappings(X,Y,Z), Unknown4Byte#1, Unknown4Byte#2}
{2ByteIntegerTriStripFaceIndex(first,second,...)}