Most VIF models all found in archive files called "LMP".
The VIF format is just what the games calls, PS2 2ByteSignedInteger formatted meshes with some differences, and is therefore found in many games like many Tony Hawk games, and Ratchet and Clank.
What I want to know is how the 2bytesigned vertexes, are connected to form faces, as there is no face index, and the meshes are not standard PS2 Tristrips. I call these meshes "69" meshes because in every PS2 game I have looked at that uses the 69 header, the vertexes do not work as in the picture below:
![Image](http://ps23dformat.wikispaces.com/file/view/iksar.jpg/156475003/iksar.jpg)
The vertex subsections in "69" games always begins with this:
........
04 00 80 XX 69
2ByteSignedVertexes(X,Y,Z)
(padding if odd number of vertexes XX)
XX 80 XX 6A
........
The raw file im_bodyv1.vif (Iksar Male Body Version 1:
http://ps23dformat.wikispaces.com/file/ ... bodyv1.vif
is found in the file SELECT.LMP (Character Selection Screen Data)
This game uses real Armor/clothing and textures that are attached to the base mesh
so the feathers and loin cloth in the picture below will not be on the same file I attach but the mesh
should look like it does in this picture:
![Image](http://ps23dformat.wikispaces.com/file/view/iksarmale.jpg/156474963/iksarmale.jpg)
The base mesh is 8044 vertexes.
Please help me solve the mystery of the "69"
by the way in other PS2 games:
XX 64=Standard PS2 Texture UV Coords
XX 68=Standard PS2 TriStrips Vertexes
XX 6C=PS2 Some Combination of (Vertexes, UV and Normals all Floats)
XX 6D=PS2 Some Combination of (Vertexes, UV and Normals all SignedIntegers)
XX 74=PS2 Texture UV Coords for "78"
XX 78=PS2 TriStrips Vertexes (unlike 68, some culling must be done to show the faces correctly)