MDL/MDX - Warcraft III Model Format Specifications
  by Jimmy "Nub" Campbell: jcampbelly@hotmail.com

A MDX
  A.1 Notes
  A.2 Layout
  A.3 Heierarchy
B MDL
  B.1 Notes
  B.2 Layout

Versions
- Updated 12/13/2003 (MDL: Geoset Faces)
- Updated 11/28/2003 (MDX: GEOS-PTYP/PCNT and MDL: Faces)
- MDL spec added by Nub 11/10/2003
- MDX spec updated by Nub 9/29/2003
- MDX spec originally written by KMK (http://kmkdesign.8m.com/downloads/)

===================================================================================
A.1 | MDX Format Notes
===================================================================================

- Everything has been derived from statistical analysis of every MDX Blizzard has 
  released. There are a few unknown values and there may yet be some structures 
  or flags unlisted, but these values are constant accross every MDX file and 
  those structures and flags have not been utilized by Blizzard in Warcraft III.

- No of bytes in chunk/struct/etc., excluding byte count:	nbytes

- No of bytes in chunk/struct/etc., including byte count:	nbytesi

- Parentheses indicate optional chunks

- Long/float size: 32-bit

===================================================================================
A.2 | MDX Format Layout
===================================================================================

MDLX
ATCH						// [Attachment]
	long 	nbytes;
	struct {
		long	nbytesi;
		OBJ
		ASCII	Path			(0x100)
		long	???;			(0)
		long	AttachmentID;
		(KATV)
	} attachments[natts];
BONE						// [Bone]
	long	nbytes;
	struct {
		OBJ
		long 	GeosetID;
		long 	GeosetAnimID;
	} bones[nbons];
CAMS						// [Camera]
	long 	nbytes;
	struct {
		long 	nbytesi;
		ASCII 	Name; 			(0x50)
		float	PosX, PosY, PosZ;
		float	FieldOfView;
		float	FarClip;
		float	NearClip;
		struct	{ 			// Target
			float	x, y, z;
			(KCTR)
		}
		(KCRL)
		(KTTR)
	} cameras[ncams];
CLID						// [CollisionShape]
	long	nbytes;
	struct {
		OBJ
		long	Shape;			(0:box;2:sphere)
		float 	x, y, z;
		if (Shape == 0)
			float	x2, y2, z2;
		else
			float	BoundsRadius
	} collisionshape[nclds];
EVTS						// [EventObject]
	long	nbytes;
	struct {
		OBJ
		ASCII 	"KEVT"			// Actually a separate object
		long	ntrks;			// usually (1)
		0xFFFFFFFF
		long 	frames[ntrks];
	} events[nevts];
GEOA						// [GeosetAnim]
	long	nbytes;
	struct {
		long	nbytesi;
		float	staticAlpha;		(1.0:use KGAO)
		long	ColorAnimation;		(0:none;1:DropShadow;2:Color;3:Both)
		float	ColorR, ColorG, ColorB; (default:1)
		long	GeosetID;
		(KGAO)
		(KGAC)
	} geosanims[ngsan];
GEOS						// [Geoset]
	long	nbytes;
	struct {
		long	nbytes;
		VRTX
		NRMS
		PTYP
		PCNT
		PVTX
		GNDX
		MTGC
		MATS
		long	MaterialID;
		long	SelectionGroup;
		long	Selectable		(0:none;4:Unselectable)
		float	BoundsRadius;
		float	MinExtx, MinExty, MinExtz;
		float	MaxExtx, MaxExty, MaxExtz;
		long 	nanim;
		struct {
			float	BoundsRadius;
			float	MinExtx, MinExty, MinExtz;
			float	MaxExtx, MaxExty, MaxExtz;
		} ganimations[nganim];
		UVAS
		UVBS
	} geosets[ngeos];
--VRTX						// [Vertices]
	long	nvrts;
	struct {
		float	x,y,z;
	} vertices[nvrts];
--NRMS						// [Normals]
	long	nnrms;
	struct {
		float	x,y,z;
	} normals[nnrms];
--PTYP						// Not sure of the function of these.
	long	nptyps;				//   PTYP seems to be a way to indicate the type 
	long	primType[nptyps];		//   of primitive (4) for each group indicated
--PCNT						//   in PCNT. And each value in PCNT is how 
	long	npcnts;				//   many verts in a face (3).
	long	primCount[npcnts];
--PVTX						// [Faces]
	long	ntris;
	short	triangles[ntris];
--GNDX						// [VertexGroup]
	long	nvgrps;
	byte	vertexGroups[nvgrps];
--MTGC						// [Groups]
	long	nmtrcs;				//   GroupCount is an array of lengths
	long	groupCount[nmtrcs];		//   for each group.
--MATS						// [Matrices]
	long	nmats;				//   Each group is composed of the next
	long	matrices[nmats];		//   groupCount[i] items of matrices.
--UVAS
	long	ntvrts;
	UVBS[ntvrts]
--UVBS						// [TVertices]
	long	nvrts;
	struct {
		float	x,y;
	} vertices[nvrts];
GLBS						// [GlobalSequences]
	long	nbytes;
	long	durations[ndurs];		// ndurs = nbytes/4;
HELP						// [Helper]
	long	nbytes;
	OBJ[nhlprs]
// Almost any KXXX chunk can be stored as a KGSC/KMTA
// Tag	   Values:	  Chunk Equivalent
KATV	// [Visibility]:  KMTA;
KLAV	// [Visibility]:  KMTA;
KP2V	// [Visibility]:  KMTA;
KPEV	// [Visibility]:  KMTA;
KRVS	// [Visibility]:  KMTA;
KGAO	// [Alpha]:	  KMTA;
KLAI	// [Intensity]:   KMTA;
KLBI	// [AmbIntensity]:KMTA;
KMTF	// [TextureID]:	  KMTA; -> state is long value not float
KP2E	// [EmissnRate]:  KMTA;
KP2L	// [Latitude]: 	  KMTA;
KP2N	// [Length]: 	  KMTA;
KP2S	// [Speed]:	  KMTA;
KP2W	// [Width]: 	  KMTA;
KRHA	// [HeightAbove]: KMTA;
KRHB	// [HeightBelow]: KMTA;
KCRL 	// [Rotation]:	  KMTA;
KGAC	// [Color]:	  KGSC;
KLAC	// [Color]:	  KGSC;
KLBC	// [AmbColor]:	  KGSC;
KCTR 	// [Translation]: KGSC;
KGTR 	// [Translation]: KGSC;
KTAT	// [Translation]: KGSC;
KTAS	// [Scaling]: 	  KGSC;
KTAR	// [Rotation]:	  KGSC;
KTTR	// [Translation]: KGSC;
KGRT						// [Rotation]
	long	nunks;
	long	LineType;			(0:don't interp;1:linear;2:hermite;3:bezier)
	long	GlobalSeqId;			// 0xFFFFFFFF if none
	struct {
		long	Frame;
		float	a, b, c, d;
		if (LineType > 1) {
			float	InTana, InTanb, InTanc, InTand;
			float	OutTana, OutTanb, OutTanc, OutTand;
		}
	} rotation[nunks];
KGSC						// [Scaling]
	long	nunks;
	long	LineType;			(0:don't interp;1:linear;2:hermite;3:bezier)
	long	GlobalSeqId;			// 0xFFFFFFFF if none
	struct {
		long	Frame;
		float	x, y, z;
		if (LineType > 1) {
			float	InTanx, InTany, InTanz;
			float	OutTanx, OutTany, OutTanz;
		}
	} scaling[nunks];
KMTA						// [Alpha]
	long	nunks;
	long	LineType;			(0:don't interp;1:linear;2:hermite;3:bezier)
	long	GlobalSeqId;			// 0xFFFFFFFF if none
	struct {
		long	Frame;
		float	State;			(0 or 1)
		if (LineType > 1) {
			float	InTan;
			float	OutTan;
		}
	} alpha[nunks];
LAYS						// [Layer}
	long	nlays;
	struct {
		long	nbytesi;
		long	FilterMode;	(0:none;1:transparent;2:blend;3:additive;4:addalpha;5:modulate)
		long	Shading;		//+1:unshaded;+2:SphereEnvMap;+16:twosided;
		long	TextureID;              //  +32:unfogged;+64:NoDepthTest;+128:NoDepthSet)
		long 	TVertexAnimId;		// 0xFFFFFFFF if none
		long	CoordId;
		float	Alpha;			(0(transparent)->1(opaque))
		(KMTA)
		(KMTF)				// state is long not float
	} layers[nlays];
LITE						// [Light]
	long	nbytes;
	struct {
		long	nbytesi;
		OBJ
		long	Type			(0:Omnidirectional;1:Directional;2:Ambient)
		float	AttStart, AttEnd;
		float	ColR, ColG, ColB;
		float	Intensity;
		float	AmbColR, AmbColG, AmbColB;
		float	AmbIntensity;
		(KLAI)
		(KLAV)
		(KLAC)
		(KLBC)
		(KLBI)
	} lights[nlits];
MODL						// [Model]
	long	nbytes;
	ASCII	Name;				(0x150 bytes)
	long	???;				(0)
	float	BoundsRadius;
	float	MinExtx, MinExty, MinExtz;
	float	MaxExtx, MaxExty, MaxExtz;
	long	BlendTime;
MTLS						// [Materials]
	long	nbytes;
	struct {
		long	nbytesi;
		long	PriorityPlane;
		long	RenderMode;		(+1:ConstantColor;+16:SortPrimsFarZ;+32:FullResolution)
		LAYS
	} materials[nmtls];
OBJ
	long	nbytesi;
	ASCII	Name;				(0x50 bytes)
	long	ObjectID;
	long	Parent;				(0:default;0xFFFFFFFF:none)
	long	Type;				// HELP:0;BONE:256;LITE:512;EVTS:1024;ATCH:2048;CLID:8192;
	(KGTR)					//   +1(DontInherit Translation) +16(BillboardedLockX)
	(KGRT)					//   +2(DontInherit Scaling)	 +32(BillboardedLockY)
	(KGSC)					//   +4(DontInherit Rotation)	 +64(BillboardedLockZ)
	(KATV)					//   +8(Billboarded)		 +128(CameraAnchored)
PIVT						// [PivotPoints]
	long	nbytes;
	struct {
		float 	x,y,z
	} pivpts[npvps];
PREM						// [ParticleEmitter]
	long	nbytes;
	struct {
		long	nbytesi;
		long	nbytesikg;		// inclusive bytecount including KGXXs
		ASCII	Name;			(0x50 bytes)
		long	ObjectID;
		long	Parent; 		(0xFFFFFFFF if none)
		long	Flags;	    (bit20)	// +bit23(EmitterUsesMDL) +bit8(EmitterUsesTGA)
		(KGTR)
		(KGRT)
		(KGSC)
		float	EmissionRate;
		float	Gravity;
		float	Longitude;
		float	Latitidue;
		ASCII	ModelPath;		(0x100 bytes)
		long	???;			(0)
		float	LifeSpan;
		float	InitVelocity;
		(KPEV)
	} particleemitters[nprems];
PRE2						// [ParticleEmitter2]
	long	nbytes;
	struct {
		long	nbytesi;
		long	nbytesikg;		// inclusive bytecount including KGXXs
		ASCII	Name;			(0x50 bytes)
		long	ObjectID;
		long	Parent; 		(0xFFFFFFFF if none)
		long	Flags;	    (bit20)	// +bit26(DontInherit Rotation)
		(KGTR)				// +bit23(Unshaded)	+bit10(Unfogged)
		(KGRT)				// +bit12(XYQuad)	+bit9(LineEmitter)
		(KGSC)				// +bit11(ModelSpace)	+bit8(SortPrimsFarZ)
		float	Speed;
		float	Variation;
		float	Latitidue;
		float	Gravity;
		float	Lifespan;
		float	EmissionRate;
		float	Length;
		float	Width;
		long	FilterMode; 		(0:Blend;1:Additive;2:Modulate;4:AlphaKey)
		long	Rows;
		long 	Columns;
		long	Flag2;			(0:Head;1:Tail;2:Both)
		float	TailLength;
		float	Time;
		struct {			// SegmentColor usually 3 segments
			float	R, G, B; 	// Inverse order from MDL
		} color[numsegments]
		byte	Alpha1, A2, A3;
		float	ScalingX, SY, SZ;
		long	LifeSpanUVAnim1, L2, L3;
		long	DecayUVAnim1, D2, D3;
		long	TailUVAnim1, T2, T3;
		long	TailDecayUVAnim1, TD2, TD3;
		long	TextureID;
		long	Squirt; 		(1:Squirt)
		long	PriorityPlane;
		long	ReplaceableID;
		(KP2S)
		(KP2L)
		(KP2E)
		(KP2V)
		(KP2N)
		(KP2W)
	} particleemitters[npre2s];
RIBB
	long	nbytes;
	struct {
		long	nbytesi;
		long	nbytesikg;		// inclusive bytecount including KGXXs
		ASCII	Name;			(0x50 bytes)
		long	ObjectID;
		long	Parent; 		(0xFFFFFFFF if none)
		long	Flags;			(0x00400000)
		(KGTR)
		(KGRT)
		(KGSC)
		float	HeightAbove;
		float	HeightBelow;
		float	Alpha;
		float	ColorR, ColorG, ColorB;
		float	LifeSpan;
		long	???;			(0)
		long	EmissionRate;
		long	Rows;
		long	Columns;
		long	MaterialID;
		float	Gravity;
		(KRVS)
		(KRHA)
		(KRHB)
	} ribbs[nribbs];
SEQS						// [Sequences]
	long	nbytes;
	struct {
		ASCII	Name;			(0x50 bytes)
		long	IntStart, IntEnd;
		float	MoveSpeed;
		long	NoLooping;		(0:loop; 1:no loop)
		float	Rarity;
		long	???;			(0)
		float	BoundsRadius;
		float	MinExtx, MinExty, MinExtz;
		float	MaxExtx, MaxExty, MaxExtz;
	} sequences[nseqs];
TEXS						// [Textures]
	long	nbytes;
	struct {
		long	ReplaceableID;
		ASCII	TexturePath;		(0x100 bytes)
		long	???;			(0)
		long	Wrapping;		(1:WrapWidth;2:WrapHeight;3:Both)
	} textures[ntexs];
TXAN						// [Texture Animations]
	long 	nbytes;
	struct {
		long	nbytesi;
		(KTAT)				// Might be optional
		(KTAR)
		(KTAS)
	} txanims[nanims];
VERS						// [Version]
	long	nbytes;
	long	Version; 			// Currently 0x20030000 (800)


===================================================================================
A.3 | MDX Format Hierarchy
===================================================================================

   [MDLX]--\				   [HELP]--|--Helper
   [VERS]--|--Version			           |
   [MODL]--|--Model			   [ATCH]--|--Attachment
   [SEQS]--|--Sequences			[KATV]__/  |  \__Visibility
   [GLBS]--|--GlobalSequences		           |
   [MTLS]--|--Material			   [PIVT]--|--PivotPoints
[LAYS]--|  |  |--Layer			   [PREM]--|--ParticleEmitter
[KMTA]--|  |  |--Alpha			[KGTR]--|  |  |--Translation
[KMTF]__/  |  \__TextureID		[KGRT]--|  |  |--Rotation
           |				[KGSC]--|  |  |--Scaling
   [TEXS]--|--Textures			[KPEV]__/  |  \__Visibility
   [TXAN]--|--TextureAnims		           |
[KTAT]--|  |  |--Translation		   [PRE2]--|--ParticleEmitter2
[KTAR]--|  |  |--Rotation		[KGTR]--|  |  |--Translation
[KTAS]__/  |  \__Scaling		[KGRT]--|  |  |--Rotation
           |				[KGSC]--|  |  |--Scaling
   [GEOS]--|--Geoset			[KP2S]--|  |  |--Speed
[VRTX]--|  |  |--Vertices		[KP2L]--|  |  |--Latitudes
[NRMS]--|  |  |--Normals		[KP2E]--|  |  |--EmissionRate
[PTYP]--|  |  |--...			[KP2V]--|  |  |--Visibility
[PCNT]--|  |  |--...			[KP2N]--|  |  |--Length
[PVTX]--|  |  |--Faces			[KP2W]__/  |  \__Width
[GNDX]--|  |  |--VertexGroup		           |
[MTGC]--|  |  |--Groups			   [RIBB]--|--RibbonEmitter
[MATS]--|  |  |--Matrices		[KGTR]--|  |  |--Translation
[UVAS]--|  |  |--...			[KGRT]--|  |  |--Rotation
[UVBS]__/  |  \__TVertices		[KGSC]--|  |  |--Scaling
           |				[KRVS]--|  |  |--Speed
   [GEOA]--|--GeosetAnim		[KRHA]--|  |  |--HeightAbove
[KGAO]--|  |  |--Alpha			[KRHB]__/  |  \__HeightBelow
[KGAC]__/  |  \__Color			           |
           |				   [CAMS]--|--Cameras
   [BONE]--|--Bone			[KCTR]--|  |  |--Translation
   [LITE]--|--Light			[KCRL]--|  |  |--Rotation
[KLAI]--|  |  |--Intensity		[KTTR]__/  |  \__Translation
[KLAV]--|  |  |--Visibility		           |
[KLAC]--|  |  |--Color			   [EVTS]--|--EventObject
[KLBC]--|  |  |--AmbientColor		[KEVT]__/  |  \__...
[KLBI]__/  |  \__Intensity		           |
           |>>>				   [CLID]-----CollisionShape

(Note, all structs with an OBJ may have KGTR,KGRT, and KGSC)

===================================================================================
B.1 | MDL Format Notes
===================================================================================

- Floating point numbers are in IEEE scientific notation format with 6 significant
  figures. Exponent is not shown for exponents of ±4. If the number is an integral
  float, decimal point is not shown.

- Comments are prefixed by "//", <A|B|C> means A OR B OR C, and ... denotes that
  if there are further comparable entries, they should be contiguously listed.

- The order in which these chunks are listed are are the order in which they appear
  in MDL files, it should be followed for conventional purposes and chunks with the
  same tag should be contiguous. Chunks should also be listed in order of their
  ObjectIDs if applicable. 

- Note that colors are listed in BGR order.

- Variables that can be animated shall be denoted by surrounding parentheses (Tag <VALUES>)
  note that they are not to be included in the actual MDL file. The variable may only
  be written as static or animated. If animated, the entire line shall be replaced
  with an entry of following format.

- Animations follow this format:
	Tag <long_count> {
		<DontInterp|Linear|Hermite|Bezier>,
		GlobalSeqId <long>,
		<long_frame>: <VALUES>,
			InTan <VALUES>,
			OutTan <VALUES>,
		...
	}
  <VALUES> denotes a field that is either a single number of the same type as the
  corresponding static variable or a list of those numbers of the format
	{ <value1>, <value2>, ..., <valueN> }
  The four values listed above GlobalSeqId are the LineTypes for the animation;
  GlobalSeqId is only shown if its value is not 0xFFFFFFFF; And InTan and OutTan
  values are only listed if the LineType is Hermite or Bezier.

- Properties of an Object:
  - ObjectId may be omitted if the object is the only one in the MDL.
  - Parent only appears when its value is not 0xFFFFFFFF.
  - Everything from BillboardLockZ to DontInherit { ... } is a flag.
    It may be that only one value may be in a DontInherit block at a time.
  - Maximum length of name is 80 characters (0x50 bytes)

- Technically every variable prefixed by "static" should be possible to animate.
  However, for every instance where a static variable is not denoted animateable
  by parenthesis, it is because there is no example in any Blizzard MDL.

- The order is more or less the same as the MDX Format Hierarchy, except that
  Textures and Materials switch places.

===================================================================================
B.2 | MDL Format Layout
===================================================================================

// Current FormatVersion is 800
Version {
	FormatVersion <long>,
}
// Num* lines only appear when their value is greater than 0.
// Sequences, GlobalSequences, Materials, Textures, TextureAnims, Cameras
//   and Collisions have no Num* entry. Instead, their counts are listed
//   beside their tag, except for Cameras and Collisions, whose counts
//   are not stored in the MDL format.
// MinimumExtent, MaximumExtent, and BoundsRadius are left out if their 
//   values are 0.0.
// Maximum length of name is 336 characters (0x150 bytes).
Model <string_name> {
	NumGeosets <long>,
	NumGeosetAnims <long>,
	NumHelpers <long>,
	NumLights <long>,
	NumBones <long>,
	NumAttachments <long>,
	NumParticleEmitters <long>,
	NumParticleEmitters2 <long>,
	NumRibbonEmitters <long>,
	NumEvents <long>,
	BlendTime <long>,
	MinimumExtent { <float_x>, <float_y>, <float_z> },
	MaximumExtent { <float_x>, <float_y>, <float_z> },
	BoundsRadius <float>,
}
// NonLooping is a flag.
// MoveSpeed, Rarity, MinimumExtent, MaximumExtent and BoundsRadius
//  only appear when their values are not 0.0.
// Maximum length of name is 80 characters (0x50 bytes)
Sequences <long_count> {
	Anim <string_name> {
		Interval { <long_start>, <long_end> },
		NonLooping,
		MoveSpeed <float>,
		Rarity <float>,
		MinimumExtent { <float_x>, <float_y>, <float_z> },
		MaximumExtent { <float_x>, <float_y>, <float_z> },
		BoundsRadius <float>,
	}
	...
}
GlobalSequences <long_count> {
	Duration <long>,
	...
}
// Maximum length of path is 256 characters (0x100 bytes)
// ReplaceableId only appears when its value is not 0
// WrapWidth and WrapHeight are flags with values 1 and 2 respectively
//  such that if the wrapping flag is 3, both appear. If it is 0, neither.
Textures <long_count> {
	Bitmap {
		Image <string_path>,
		ReplaceableId <long>,
		WrapWidth,
		WrapHeight,
	}
	...
}
// ConstantColor, SortPrimsFarZ, and FullResolution are flags.
// PriorityPlane only appears when its value is not 0.
// Unshaded, SphereEnvMap, TwoSided, Unfogged, NoDepthTest and NoDepthSet are flags.
// TVertexAnimId only appear when its value is not 0xFFFFFFFF.
// If CoordId for any of the Layers in a Material is nonzero, CoordId appears
//  in all Layers else not at all.
Materials <long_count> {
	Material {
		ConstantColor,
		SortPrimsFarZ,
		FullResolution,
		PriorityPlane <long>,
		Layer {
			FilterMode <None|Transparent|Blend|Additive|AddAlpha|Modulate|Modulate2x>,
			Unshaded,
			SphereEnvMap,
			TwoSided,
			Unfogged,
			NoDepthTest,
			NoDepthSet,
			static (TextureID <long>),
			TVertexAnimId <long>,
			CoordId <long>,
			static (Alpha <float>),
		}
		...
	}
	...
}
// Translation, Rotation and Scaling are all optional.
// InTan and OutTan only appear when Hermite or Bezier.
// GlobalSeqId only appears when its value is not 0xFFFFFFFF.
TextureAnims <long_count> {
	TVertexAnim {
		(Translation { <float_x>, <float_y>, <float_z> })
		(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
		(Scaling { <float_x>, <float_y>, <float_z> })
	}
	...
}
// Normals may not appear if it has 0 entries.
// There may be more than one TVertices chunk.
// Technically there may be more than one Triangles chunk
//  in Faces, however, there is no example in any Blizzard MDLs.
// The first count in the Groups chunk is the number of Matrices chunks
//  and the second number is the total count of all values in all Matrices.
// MinimumExtent, MaximumExtent and BoundsRadius (including those in Anims chunks)
//  may not appear if their values are 0.0.
// There are the same number of Anim chunks as their are Sequences in the model.
// Unselectable is a flag which only appears if its value is 4.
// Faces is a strange construct, the first number is how many groups there
//  are, and the second is how many numbers there are total. <VALUES> can
//  either be a single short or a list of shorts such as { <short>, <short>, <short>... }
//  the length of <VALUES> seems to be <long_cnt>/<long_grps>
//  This is perhaps a way to define different shaped primitives, with the values
//  in PTYP being primitive type flags. Since only groups of type 4 have been
//  identified in any MDX files, it seems to function as a grouping artifact
//  used only in their development. The only occurances of more than one group
//  have been in MDX files exported by the Max Art Tools. (thanks nicoli_s)
Geoset {
	Vertices <long_count> {
		{ <float_x>, <float_y>, <float_z> },
		...
	}
	Normals <long_count> {
		{ <float_x>, <float_y>, <float_z> },
		...
	}
	TVertices <long_count> {
		{ <float_x>, <float_y> },
		...
	}
	...
	VertexGroup {
		<byte>,
		...
	}
	Faces <long_grps> <long_cnt> {
		Triangles {
			{ <VALUES>, ... },
		}
	}
	Groups <long_count> <long_nums> {
		Matrices { <long>, ... },
		...
	}
	MinimumExtent { <float_x>, <float_y>, <float_z> },
	MaximumExtent { <float_x>, <float_y>, <float_z> },
	BoundsRadius <float>,
	Anim {
		MinimumExtent { <float_x>, <float_y>, <float_z> },
		MaximumExtent { <float_x>, <float_y>, <float_z> },
		BoundsRadius <float>,
	}
	...
	MaterialID <long>,
	SelectionGroup <long>,
	Unselectable,
}
...
// DropShadow is a flag which only appears when its value is 1 or 3 and
//   Color is only shown when this flag is greater than 1.
GeosetAnim {
	DropShadow,
	static (Alpha <float>),
	static (Color { <float_b>, <float_g>, <float_r> }),
	GeosetId <long>,
}
...
// Observe properties of an Object.
// If GeosetId's value is -1, it appears "GeosetId Multiple"
// If GeosetAnimId's value is -1, it appears "GeosetAnimId None"
Bone <string_name> {
	ObjectId <long>,
	Parent <long>,
	BillboardedLockZ,
	BillboardedLockY,
	BillboardedLockX,
	Billboarded,
	CameraAnchored,
	DontInherit { <Rotation|Translation|Scaling> },
	GeosetId <long>,
	GeosetAnimId <long>,
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
	(Visibility <float>)
}
...
// Observe properties of an Object.
Light <string_name> {
	ObjectId <long>,
	Parent <long>,
	BillboardedLockZ,
	BillboardedLockY,
	BillboardedLockX,
	Billboarded,
	CameraAnchored,
	DontInherit { <Rotation|Translation|Scaling> },
	<Omnidirectional|Directional|Ambient>,
	static AttenuationStart <float>,
	static AttenuationEnd <float>,
	static (Intensity <float>),
	static (Color { <float_b>, <float_g>, <float_r> }),
	static (AmbIntensity <float>),
	static (AmbColor { <float_b>, <float_g>, <float_r> }),
	(Visibility <float>)
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...
// Observe properties of an Object.
Helper <string_name> {
	ObjectId <long>,
	Parent <long>,
	BillboardedLockZ,
	BillboardedLockY,
	BillboardedLockX,
	Billboarded,
	CameraAnchored,
	DontInherit { <Rotation|Translation|Scaling> },
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
	(Visibility <float>)
}
...
// Observe properties of an Object.
// Path only appears if its length is greater than 0. 
//   Maximum size is 256 characters (0x100 bytes)
// I am unsure as to how it is determined that AttachmentID be shown...
//   NightElfCampaign3D and UndeadCampaign3D.mdl are the only two MDLs
//   that utilize this attribute. Their only exclusive similarity is the
//   underscore prefixing their name string. "_Blah"
Attachment <string_name> {
	ObjectId <long>,
	Parent <long>,
	BillboardedLockZ,
	BillboardedLockY,
	BillboardedLockX,
	Billboarded,
	CameraAnchored,
	DontInherit { <Rotation|Translation|Scaling> },
	AttachmentID <long>,
	Path <string_path>,
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
	(Visibility <float>)
}
...
PivotPoints <long_count> {
	{ <float_x>, <float_y>, <float_z> },
	...
}
// Observe properties of an Object.
// EmitterUses___ is a flag that appears only when there is a Path
//   in Particle and their appropriate flag is set.
// Maximum length of path is 256 characters (0x100 bytes)
ParticleEmitter <string_name> {
	ObjectId <long>,
	Parent <long>,
	<EmitterUsesMDL|EmitterUsesTGA>,
	static EmissionRate <float>,
	static Gravity <float>,
	static Longitude <float>,
	static Latitude <float>,
	(Visibility <float>)
	Particle {
		static LifeSpan <float>,
		static InitVelocity <float>,
		Path <string_path>,
	}
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...
// Observe properties of an Object.
// Squirt is a flag. ReplaceableId and PriorityPlane may be left out if
//   their values are 0.
ParticleEmitter2 <string_name> {
	ObjectId <long>,
	Parent <long>,
	DontInherit { Rotation },
	SortPrimsFarZ,
	Unshaded,
	LineEmitter,
	Unfogged,
	ModelSpace,
	XYQuad,
	static (Speed <float>),
	static Variation <float>,
	static (Latitude <float>),
	static Gravity <float>,
	(Visibility <float>)
	Squirt,
	LifeSpan <float>,
	static (EmissionRate <float>),
	static (Width <float>),
	static (Length <float>),
	<Blend|Additive|Modulate|AlphaKey>,
	Rows <long>,
	Columns <long>,
	<Head|Tail|Both>,
	TailLength <float>,
	Time <float>,
	SegmentColor {
		Color { <float_b>, <float_g>, <float_r> },
		Color { <float_b>, <float_g>, <float_r> },
		Color { <float_b>, <float_g>, <float_r> },
	}
	Alpha { <byte_x>, <byte_y>, <byte_z> },
	ParticleScaling { <float_x>, <float_y>, <float_z> },
	LifeSpanUVAnim { <long_x>, <long_y>, <long_z> },
	DecayUVAnim { <long_x>, <long_y>, <long_z> },
	TailUVAnim { <long_x>, <long_y>, <long_z> },
	TailDecayUVAnim { <long_x>, <long_y>, <long_z> },
	TextureID <long>,
	ReplaceableId <long>,
	PriorityPlane <long>,
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...
// Observe properties of an Object.
// Gravity may be left out of its value is 0.0.
RibbonEmitter <string_name> {
	ObjectId <long>,
	Parent <long>,
	static (HeightAbove <float>),
	static (HeightBelow <float>),
	static Alpha <float>,
	static Color { <float_b>, <float_g>, <float_r> },
	static TextureSlot <long>,
	(Visibility <float>)
	EmissionRate <long>,
	LifeSpan <float>,
	Gravity <float>,
	Rows <long>,
	Columns <long>,
	MaterialID <long>,
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...
Camera <string_name> {
	Position { <float_x>, <float_y>, <float_z> },
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	FieldOfView <float>,
	FarClip <float>,
	NearClip <float>,
	Target {
		Position { <float_x>, <float_y>, <float_z> },
		(Translation { <float_x>, <float_y>, <float_z> })
	}
}
...
// Observe properties of an Object.
EventObject <string_name> {
	ObjectId <long>,
	Parent <long>,
	EventTrack <long_count> {
		<long>,
		...
	}
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...
// Observe properties of an Object.
// If the shape is a Box, two vertices are listed. If the shape is a
//   Sphere, only one vertex is listed.
// BoundsRadius is only shown if the shape is a Sphere.
CollisionShape <string_name> {
	ObjectId <long>,
	Parent <long>,
	<Box|Sphere>,
	Vertices <long_count> {
		{ <float_x>, <float_y>, <float_z> },
		...
	}
	BoundsRadius <float>,
	(Translation { <float_x>, <float_y>, <float_z> })
	(Rotation { <float_a>, <float_b>, <float_c>, <float_d> })
	(Scaling { <float_x>, <float_y>, <float_z> })
}
...