Hello, all. Thanks to shakotay2, I've been able to understand much of how the game's meshes work and have been able to replicate his results with another mesh from the game:
However, I've also found myself stuck on figuring out how to get the face indices to fit. I believe that the mesh may be using a triangle strip format. This is backed up by
this post by FurryFan (Godzilla Unleashed is the game's sequel which runs on the same engine since it's a lazy rehash compared to the Wii version) as well as the results given by Hex2obj's fake face indices feature when tristrips are enabled vs when they are not:
My current settings are as shown below:
I took the vertex count from one of the files contained in Godzilla2k.cmp. This seems to be correct since the vertex count given for the mesh Ebirah seen three posts above is "5094" - the same vertex count shakotay2 found. I'm not too sure about the indices count. It's probably wrong, but I'll explain how I came to that number. What I've done so far is select all of what I believe are indices (1D8AC0-1DC59F), divided the length of this (3AE0) by two, and then converted it to decimal format.
Here are the Godzilla2k files if anyone would like to take a look at them:
http://www.mediafire.com/file/lob6fwjxp ... k.zip/file
I've included what I believe is the entire mesh file as well as some other files I've extracted with my WIP QuickBMS script for Pipeworks Bundles as found in the Godzilla trilogy (currently extracts most data besides the actual graphic resources themselves). These files contain some information for the mesh (I've only identified file size and vertex count thus far). I also included a BMS script that I obtained from the PS23DFormat website before it went down. This script can extract Anguirus's mesh seemingly without issue from the PS2 version of Godzilla Unleashed as well as Rampage Total Destruction (which the script is intended for) which runs on the same engine. It's difficult to make sense of this script however as it operates on the large .VOL archive containing all of the game's data, but it could be worth looking at. Finally, I included what is likely the entire mesh file separated from the rest of Godzilla2k's bundle, although I've been operating on the bundle itself, so the offsets in my screenshot refer to locations in Godzilla2k.cmp as a whole.
My goal with this is to hopefully be able to import/modify the meshes in the game once the format is understood. While that's still a long way off, I figured this would be a good place to start at least.