Stucture of Blitz3d mesh

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I'm not an expert eighter. I'm pretty sure you cannot access VRAM as you can do it with RAM. Probably you need to lock some things, to prevent DirectX to manage things to death, or whatever. Additionally, in windows XP the OS may stop you from reading just any RAM adress, due to foreign process protection etc.

I can't give you an example because I never did this. It's really hacking into Marks structures - the hard way.
I can only tell you what I would try, and I'm not a smart hacker.

Get a "Debugger" for assembler coders that allows to display RAM content in realtime. Should be easy to find one. This is the Ram Monitor tool. See if it can monitor VRAM.

Then create a single mesh without textures. Scan the Vram. There should be something (the more I think about it, the more I believe the Mesh is located in the VRam only)

Hint. Use a mesh with "magic" tags, eg. vertex XYZ positions like: 3.14159 or so. You will then be able to recognize the mesh in the Vram, using the Debugger. Try to guess where the mesh starts in the Vram. If you're lucky then it will start after a lot of zero-bytes, or at the bottom of the Vram Adress space.

You will however have to scan the entity description area many times, until you find the potential pointer you determined from the debugger.

See the "How to hack certain properties" (or similar) thread in the tutorial section on how to scan the entity description area.

Unfortunately I cannot give you any guaranty if this will work or not.

PS: I said use magic numbers, but Debuggers usualy don't display RAM as Floats, so maybe you have to do it the other way round: create a string made of 4 characters, move it to a bank and read out a float, then use this float in the mesh, eg. as a vertex X position.