<legend class="caps">
</legend>
16 8bit bytes in total
LF
HA
SA
TB
PC
U0
-16-
PCSZ
-16-
HASZ
SASZ
<ifieldset class="spec">
<legend>
swordofmoonlight.h
</legend>
LF:
leadflags
perhaps bitwise flags
HA:
hardanims
JointMIMe-like animation (PSOne)
SA:
softanims
Vertex/normalMIMe-like animation
TB:
timblocks
Textures (PSOne TIM image format)
PC:
primchans
one or more required (meshes)
U0:
unknown00
perhaps always one
PCSZ:
primchanwords
dword anims block offset (could be 32bit)
HASZ:
hardanimwords
dword sizeof anims block
SASZ:
softanimwords
dword sizeof diffs block
</ifieldset>
LF
This byte is not super well understood. It is either a straight value, or a bitwise combination of flag values. Known values are 0, 1, and 4. For not animated, Tinman style animation, and Scarecrow style animation respectively.
HA ¦ SA
These bytes are the number of hard and soft (aka. Tinman/Scarecrow) animations contained within the file.
TB
This byte is the number of PlayStation TIM images embedded within the file. These images are used as textures. It seems that the EneEdit tool somehow overrides the use of the embedded images, in favor of external TXR images which it is able to generate (please note that the author himself is uncertain the accuracy of this claim!!)
PC
This byte is the number of sub headers in the file, of which there is one of per each separate section of geometry (a MDL may include many such sections.)
PCSZ ¦ HASZ ¦ SASZ
These three 16bit values indicate the size of the first three data blocks. The units are in 32bit intervals. In other words, a value of 4, indicates 16 bytes. Each block begins after the previous block, therefore it is necessary to sum the preceding blocks in order to arrive at the offset to any given block. There is a fourth block, which runs to the end of the file. The four blocks respectively pertain to 3D geometry, Tinman animation, Scarecrow animation, and TIM images. The TIM images themselves can consecutively be thought of as 4th, 5th, and so on blocks. It's a matter of personal interpretation.