I will start with this one. Its from Disney Bolt PS3 files.
Here is the ibuf. This is indices. Face buffer.
Here is the vbuf. This is vertices. Vertex buffer.
I put a gap of 00's at the end of the vbuf before i paste in the ibuf. This makes it easy to find the correct starting point in Model Researcher.
Save your file as "FULL" and then open it with Model Resarcher.
If you scroll down you will start to see patterns of data. (This takes time there is no method I can explain)
Here is a break in the data. The FF FF FF FF is a distinctive mark but the values 3F 3E BE BF. These are float values.
If you put them all like this and try to render it. You'll see it will have errors.
So if we pad or stride the vertex to 36. Then we start to get some much better looking data.
I dont know our full counts so I will just guess and I can usually find this by scrolling through the data. I set my count to 8000 and tick the info box. Keep scrolling until you reach that gap of 00's we inserted at the end of the file. Or check with Info tab to see any issues with points.
Faces tend to always start out 00 01 00 02 00 03. I have seen times were it was 00 02 00 06 00 09. Its just all something you need to look at visually. If we adust counts to the end we can see this is it. We have a heliocopter. Seems there is some more faces. Maybe in another .ibuf file?
UV's are always the same count as vertex. I took a guess on these. Since were working with Floats. Our UV's will be Half-Floats. Here is the vertex preview. To get the padding all I did was adjust the stride until the data lined up with the vertex.
Now tick polygons and view uv's to see a full uv map. This one is tricky since we have something blocking it the same way was Bolt was. Think this is the "shadow" mesh.
When everything is at this point click File. Save OBJ. Then open in your 3D software. Refer to Model Researcher tutorial if you need more info.