Well, no one has offered to help us, so we haven't made much progress. I had something that was almost generating useful strip data from within SADXLVL, but due to a source control mistake I accidentally blew away that version. It actually seems more likely to me for an experienced d3d hacker to add support for new model types than it would be for us to get the originals working with full support. However, to answer your question, having this would only mean that we can implement more complex models without the game slowing down. You may have noticed that in some areas of beta windy valley act 1 (specifically the part near the stairs) the game tends to get kind of slow. In SADX you can already import just about whatever you want, it's just importing the models in the most wasteful way possible. In sa2 however, that wasteful method of importing is no longer supported. Actually, if we do manage to get a custom model format implemented, we could use a hybrid solution: - visual models with strips imported with the custom format - collision models imported from STRIPE/HTGEN output This would make the levels have twice as many models, however each model exported would be as efficient as it could be. Considering that most modern games force this dichotomy between visual and collision meshes and I don't think it's the worst solution.