I've figured out a few of the other formats (getting somewhere with the character meshes was actually easier), but I can't put my finger on this 28 byte vertex format used for static stuff.
Following the standard "first 12 bytes are 4 32bit floats for x/y/z" the others use gives me way too many NANs to be right.
(The last 8 bytes are probably uvs like for the others tho)
It's probably blindingly obvious, but can someone else take a look at it and shine the light of understanding for me because it's driving me crazy
![Wink ;)](images/smilies/wink.gif)
Anyway, attached 2 example files.
JCT4_OB1_FAKE.415D9568
vertexdata start offset 106 (528 vertices, 14784 bytes)
triangle data start offset 14890 (667 triangles, 4002 bytes)
OB_OBJ_Lamp_04.415D9568
first object
vertexdata start offset 107 (567 vertices, 15876 bytes)
triangle data start offset 16711 (538 triangles, 3348 bytes)