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Errrrrr..... to release that, I would have to write such a doc! This is not something I'm going to do soon (if I ever do it), because that format is particularly *painful* !
If you're interested, start with the source code from Oni Tools - that's a Mac program but the source is included in the .sit file (of course it won't compile on PC). It allows you to get the textures & meshes (even if the original code is broken for meshes...).
Unfortunately it doesn't say anything about character motions (the only valuable resources IMHO). Actually I now know why the author stopped there: breaking it was hell-on-earth :) For example translation & rotation tracks are not even in the same chunks, you find some dwords in one file and must figure out they're offsets from the start of another file (...), translations are stored as floats whereas rotations are stored as quantized Euler angles in bursts of 7 bytes (hell to figure out!), etc, etc. And of course you don't know if it's stored as XYZ, ZYX, relative or absolute values, etc, so you end up trying all combinations. Each time it fails, you don't know if it failed because the combination was wrong, or because you misinterpreted the data in the first place (the rotation track looks like a packed zip file when seen as binary => hell)
So if you have specific questions, no pb, ask them.. but I won't write a doc, argh! (there are a lot of things I still don't know what to do with, on top of that)
...I spent most of the time wiping out complete parts in the game data files, and relaunching it to see what had been modified... Fun or what ?
A good idea as well is to modify the game scripts in order to replay a specific anim when you access a console! That way you can focus on a well-known animation (say the hidden stripping anim from the warehouse!)
Ok, I admit ripping it was almost as fun as playing it.... hum.
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