X-dina> I've got the UVs alright, I'm referring to the actual textures. I'll do my best for an exporter once I get the right data.
Zande> Thanks for the info! I guess I'll just put in a nice handy button for cycling through the available anims and match them visually.
I indeed noticed there seemed to be some pattern to how NPC data was grouped. Since here it's grouped with field data (in my taxi screenshot the last line is the contents of the DB cluster around the opened model) I think that in the directory I opened (04 IIRC) DB clusters represent rooms, which would explain just about all the model grouping and redundancy (looks like each room store their NPCs) that's happening.
Glorious
EDIT: I get anims now. Well, mostly. Still having trouble with the lower four bits of each angle, I need to remodel my app a bit before I can do it the right way. ANimes look pretty good already though. I'll also have to make a faster animation routine, right now I'm doing it in a very slow way.
So, rooms indeed contain the anims for their occupants, but some also contain anims that don't match any of their contents. I guess those are for scripted scenes where the player characters must move in specific ways.