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- 16 bytes for first part
- 9th byte texture count(fifth byte has a value, but I don't know what it is for yet)
- next part usually starts with __, though there can be other things, including text. Some of the older models have names,
- such as logo.d2. It has "Furballs_3D_Logo"
- next 16 bytes empty, probably for longer text
- next is model data
- next is texture(s)
- 44 byte header, followed by headerless pvr texture(as well as mainly dds for PC, and TP2 for PS2 version)
- Sprite file used: refl.spr
- pickups\token.d2
- pickups\tokenlow.d2
- Sprite files used: highl.spr, refl.spr, test.spr
- weapons\
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