I am reverse engineering a 3d file format for a game. I know the file is a mesh since I was able to identify the XYZ Coordinates for each vector as well as the MeshFaces. Each Vector XYZ Coordinate has 3 floats like so:[this is pulled from an actual file]41FC39C0 73480640 3AC87240 6038BF3E DF545D3F E620ACBE 00000000 0000403FAnd this is the float representation of the hex:-2.9060214 2.0981719 3.7934709 = X Y Z0.37347698 0.86457628 -0.3361885 0.0 0.75 = Not sure what this this is.I want to say the first 2 values could possibly be tU, tV values, but from what I know with DirectX, texture coordinates are usually between 0 and 1. Even though this file, the numbers fit between, I could bring up another file when those first 2 numbers are something like -.50 or even above 1 so I can't say they are text coordinates for sure.The last 3 values I have no idea.This 3d Mesh File is for a online game that uses a custom built DirectX 9 engine and from what I gather so far, is loosely based on Direct3D's .X file specifications.I am able to pull out the XYZ coordinates into a list that can be imported into Cinema 4D and I have confirmed the XYZ is accurate based on the object that is drawn. In this case, a rock.Here is floats for the first 3 data points within this file:1. -2.9060214 2.0981719 3.7934709 0.37347698 0.86457628 -0.3361885 0.0 0.752. -2.7679636 2.0897043 2.6395969 0.16878456 0.98563963 5.1173517e-003 0.0 0.53. -2.7679636 6.2550635 2.7174740 0.20584901 -0.96193141 -0.17976092 1.0 0.5From my experience with reverse engineering 3D date, if a floating point number is exponential, it most likely is being read wrong, so the '5.1173517e-003' on the 2nd line towards the end may not even be a floating point number, but then its other possible values:INT8    117UINT8   117INT16   -20619UINT16  44917INT32   1000845173UINT32  1000845172HALF FLOAT -0.11651611don't make much sense either.
What kind of data is this within this 3D mesh file format?
binary analysis
I think the second vector of three floats is the normal vector. Which is basically the front facing direction of the vertex. It looks like the length is 1 so it's normalized which would correspond well with what you'd expect of a normal vector. The last two I believe are UV mapping coordinates for texturing but it's hard to be positive without full data files.