# Europa Model Mesh (.msh) > [!WARNING] > This document is mostly complete, however some pieces of it are not. Europa mesh files are used to store submodel data. They are referenced by .mdl files. # Magic/version Magic/version is indicated as 2 Windows (CR-LF) formatted lines: - `MESH\r\n` - `[version]\r\n` A file which does not start with the first line SHALL be rejected as a invalid .msh regardless of version. The following versions are known to exist: | Version | Description | | ------- | ------------------------------------------------------------------------------------------------------------------------- | | 1.2 | Very early text format. Used by a grand total of one accidentally shipped(?) mesh (RESOURCE.PAK `model\default.msh`) file | | 2.0 | Binary format. Used by literally everything else | # Version 1.2 > [!CAUTION] > This format is currently not supported by libeuropa, since it can more than likely be imported by hand. Maybe for historic curiousity I'll document it later, but don't expect much. # Version 2.0 ### Block Mesh 2.0 files use a block structure for lists of information. A block consists of a 16-bit unsigned integer of count of items (not bytes!) in that block, then the serialized items themselves. A empty block will always be serialized as just `00 00` regardless of type. ### Mesh piece A mesh piece is used to change material or potentionally to split a mesh if it exceeds 64k verts. In practice it's usually probably the first one. First the material name is read (until a new line character is read). This corresponds to a .mtl material file the game will also parse. Next, the following blocks are read and parsed: - Vertex block. This block corresponds of Vec3s (your usual float x, float y, float z deal) which repressent each vertex. - Vertex color block. Consists of a struct of rgba colors for each vertex. - Normal block. Consists of Vec3s which define normal. May possibly not be pressent (normals probably have to be generated then.) - UV block. This consists of a set of UV coordinates over all verticies (and there can be multiple UVs, but I haven't fully worked this out..) - Face block. This consists of 3 uint16 face indicies for XYZ for each vertex. In version 2.0, the mesh file consists of a block of mesh pieces, except there will be at least one in a valid mesh file.