John,
> Maybe I'm missing something, but doesn't that document say that "Two or
> more triverts can have the same vertindex"?
No, you're not missing anything, I read the same.
Just imagine a square made up outof four (differently textured) triangles.
In the middle is one vertex shared by all four triangles, and on each of the
corners is a vertex shared by two triangles.
IOW, its nothing outof the ordinary to have /different/ triangles share
vertices (even in the same triangle strip).
But its quite different when (what should be) a *single* triangle has two or
more vertices that are the same : you end up with a line or even a(n
invisible) dot.
IOW, unless in very specific circumstances (triangle strip, possibly fan,
related) that should never happen.
--- especially not at the start/end of a triangle strip (where they can be
removed without any effect to the created mesh).
Also, I would have expected that the vertex indices for at least the first
triangle strip would be incremental, and not the random(ish) values as they
appear now (random is /possible/, just not likely)
By the way, after having posted I found other triangle trips in that same
model part starting the same way (with two TriVert vertex indices being
Zero).
Any chance that you might have a document describing what the fileformat of
a model should be, but in a bit more detail ? I found another one myself,
but its quite different (and doesn't match the model file data I have)
https://developer.valvesoftware.com/wiki/MDL_(Source_1)
If you want/need more specific data (like each step towards the TriVert
records) I'm happy to supply it ...
Regards,
Rudy Wieser