Well I am now able to view most RMD models now
I am now trying to see if reverse engineering the animations are possible
Here are some of the additional discoveries I've made
//data types 22 = GROUP OF TX2 DATA
// 21 = TX2 DATA
// 20 = ??? DATA
// 31 = ??? Count Value or Type
// 288 = ??? Count Value or Type
// 1 = SUB DATA
// 2 = STRING DATA
// 3 = SUB DATA
// 16 = Marks the Start of 3D Data first 4byte = Int holding the number of models 16 marks bone data 26 marks vertex data
// 26 = Marks the Start of 3D Data first 4byte = Int holding the number of meshes
// 14 = ??? //the 1 Sub Data that follows this seems to be a mix of Ints and Floats
//The first 4 bytes is the number of this data type and 286 Type that follow afterwards
//12 Float values followed by a Int Numbers increase but duplicate in some case then e.g 0 1 2 2 2 5
// 286 = ??? //Starts of with the Int value 256
//Then followed by an array of intergers seems to be in groups of three's but there are some inconsistancies
// 15 = MESH DATA
// 8 = GROUP OF MATERIAL DATA
// 7 = MATERIAL VALUES //Ambient Diffuse etc
// 6 = MATERIAL DATA
// 272 = ??? // seems to have "192 15 0 0" 4032 // Probably a divider/padding
// 287 = Seems to be a desc for the Material
// 1294 = ???// An array of INT or SHORT DATA
// 278 = ??? //
// 42 bytes of Header Info
// 6192 bytes of INT or SHORT DATA 1548 3096
// 24768 bytes of FLOATS 6192
// 44 byte of FLOATS 11
// Mix of Floats and ints with "17 1 0 0" and "120 37 1 38"
// 43 = ???//Animation Data Maybe
// 27 = ???//Animation Data Maybe
// 14 and 286 Might Also be related to some Animation System
There is an array Structure under data type 14 that looks the follow
//Unknown Data[1]
//... 1.000000, 0.000000, 0.000000
//... 0.000000, 1.000000, 0.000000
//... 0.000000, 0.000000, 1.000000
//... 0.000000, 0.000000, 0.000000
//... 0
//... 3
//Unknown Data[2]
//... 1.000000, 0.000000, 0.000000
//... 0.000000, 0.000000, 1.000000
//... 0.000000, -1.000000, 0.000000
//... 0.000000, 107.609398, -3.500397
//... 1
//... 3
//Unknown Data[3]
//... 1.000000, 0.000000, 0.000000
//... 0.000000, 0.000000, 1.000000
//... 0.000000, -1.000000, 0.000000
//... 0.000000, 0.000000, 0.000000
//... 1
//... 3
//Unknown Data[4]
//... 0.000001, 1.000000, 0.000000
//... 0.000000, 0.000000, -1.000000
//... -1.000000, 0.000001, 0.000000
//... 0.000002, -1.496140, -95.843407
//... 3
//... 3
//Unknown Data[5]
//... 0.000000, 1.000000, 0.000001
//... -0.000001, 0.000001, -1.000000
//... -1.000000, 0.000000, 0.000001
//... -2.355187, -6.839119, -0.000000
//... 4
//... 3
//Unknown Data[6]
//... -0.112441, 0.000000, -0.993658
//... 0.000000, 1.000000, 0.000000
//... 0.993658, 0.000000, -0.112441
//... 1.580411, 1.352005, -0.181326
//... 4
//... 3