Some years ago I had a look at the original RE:CoM models and they were fairly simple to figure out (once you figured out the SPR compression, which was the hard part xD).
This files seems to have some common part, for example, in the PS2 version, 3D models would come with mesh + skeleton in a single file (MDL), however, in this example, the cvbb file seems to be just the skeleton matrix data, and they don't have names or hierarchy information. Matrices themselves are in the same format that the PS2 version. I haven't found the mesh data yet... But assuming it's in the same format than the PS2 version... it should be fairly simple to decode.
~Sky
EDIT: Figured out SCD sound:
-In PS2 it was ADPCM-XA Stereo 4 bits samples
-In PS3 it's LAME3 encoded MP3.
Here is all the sound present in the example file:
http://www.mediafire.com/listen/7698jgi ... _SOUND.mp3
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EDIT2: Textures are 32 bit direct color images, some of them are zwizzled, and some other aren't. Here is one example, maybe somebody can identify the model from this? Following the name convention, it should be an enemy from the End of the World...
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EDIT3: Found the mesh data (I think) in the same cvbb file, I'll try to decode it, but it seems to be a bunch of meshed with bone data in the middle, so we'll see...
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EDIT4: 1st mesh is 94 vertices and the 2nd one is 740, just gotta figure out what data is XYZ coordinates (and now my 3DSMax trial is over -.-), let's see...
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EDIT5: Ouch, I forgot that, as the PS3 uses a power-PC arc processor, all it's data is in Big-Endian format... time to invert endianness!!
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EDIT6: Alright, inverted the endianness of the 2 meshes (there are 35, but let's go step by step lol), and installed 3dsmax on the laptop. As I said, the 3D format is qute simpple. For each vertex, we 1st have normals, UV, and positions; there is some extra data (skinning), but I'm ignoring it for now. Face info is nowhere to be found, so maybe vertices are in order (I haven't tested). If I get a nice pic (I suck @ 3dsmax w/ trackpad), I'll upload it
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