This is a picture of the unnamed Fox from the movie.
The vertexes are correct but the Faces should be generated from
an unknown implicit function, but in the image above they
were generated from tristrips.
The vertexes for that file use 2ByteSigned integers.
The converted fox texture:
This is a model of some 3D words used in the game.
The games data is stored in GAME.DAT
File extensions found in subfiles of GAME.DAT:
.ai2
.ats
.ani
.bak
.bmp
.cfg
.cut
.fnt
.ghg -3d Models and Textures
.gra
.gsc
.htm
.ico
.ini
.mtl
.nup
.nus
.obj These are wavefront models.
.obs
.opt
.pad
.par
.pnt
.ppt
.psc
.psd
.pss
.ptl
.qfn
.raw
.rtl
.scp
.tga
.ter
.txt These are used as configuration settings for the characters (hit points, scale and other things)
.vag These are audio files.
Second Extensions:
.htm These are full HTML files (with working links/anchors) automatically generated when the game was complied.
.log
A more properly converted fox model.
This is a picture of the unnamed Fox from the movie.
The vertexes are correct but the Faces should be generated from
an unknown implicit function, but in the image above they
were generated from tristrips.
The vertexes for that file use 2ByteSigned integers.
The converted fox texture:
This is a model of some 3D words used in the game.
The games data is stored in GAME.DAT
File extensions found in subfiles of GAME.DAT:
.ai2
.ats
.ani
.bak
.bmp
.cfg
.cut
.fnt
.ghg -3d Models and Textures
.gra
.gsc
.htm
.ico
.ini
.mtl
.nup
.nus
.obj These are wavefront models.
.obs
.opt
.pad
.par
.pnt
.ppt
.psc
.psd
.pss
.ptl
.qfn
.raw
.rtl
.scp
.tga
.ter
.txt These are used as configuration settings for the characters (hit points, scale and other things)
.vag These are audio files.
Second Extensions:
.htm These are full HTML files (with working links/anchors) automatically generated when the game was complied.
.log