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#header { uint32 model_count for(i = 0; i < model_count; ++i) { uint32 data_offset // 0xFFFFFFFF for invalid model } } #data { for() { .material { uint32 texture_file_hash uint32:1 alpha_enabled uint32:1 two_sided uint32:1 alpha_test uint32:1 depth_test uint32:1 depth_write uint32:6 blend_op uint32:6 blend_src uint32:6 blend_dest } uint32 mesh_file_hash uint32 anim_file_hash } }