  Notes: 
  Model Raw is based on 7 blocks, deal with compressed verticies. Currently
  there is only 1 Unknown resource block. 

  Models in Halo 2 use a compressed format based on a bounding box.  This bounding 
  box can be found in the first reflexive of the model meta. Using its constraints for each 
  value relevant to the models, the uncompressed value can be found using the formula
  (((shortValue + 32768) / 65535) * (maxValue  minValue)) + minValue.

  The model raw data block now contains a header, footer, and several resource chunks. 
  The header contains information regarding how many chunks are in each resource block, 
  allowing you to determine which block contains the information needed (for example, if a 
  given block has 0 chunks, then it will not have a corresponding resource block). The important 
  resource blocks are the mesh information block (containing mesh information), the indices 
  block (containing the indices for the triangle strip), the vertices block (containing at minimum
  3 shorts defining the x, y, and z of the vertices), the UV map (containing the compressed 
  UV points.), and the bone map. - Iron Forge

  Raw Layout:
    0) Header
        BlockStart - Chars(4)
        DataSize - Int32
        Unknown - Int32[8] //Has todo with chunk counts for other blocks
        IndiceCount - Int32
        Unknown - Int32[4] //Has todo with chunk counts for other blocks
        UnknownBlockChunkCount - Int32
        Unknown - Int32[10] //Has todo with chunk counts for other blocks
        BoneMapCount - Int32
        Unknown - Int32[2]
   
    1) Mesh Info
        Unknown - Int32
        Loop
          ShaderIndex - Int16
          IndiceStart - Int16
          IndiceCount - Int16
        End Loop
  
    2) Indice Block
        Loop
          Indice - Int16
        End Loop

    3) Unknown Block
        Loop
          Unknown - Int32
          ++28
        End Loop

    4) Verticies
        Loop
          X - Int16
          Y - Int16
          Z - Int16
          BoneIndex - Byte
          BoneIndex - Byte
        End Loop

    5) UV Data
        Loop
          X - Int16
          Y - Int16
        End Loop

    6) Normals
        Loop
          Normal - Int32
        End Loop

    7) Bone Maps
          Loop
            BoneMap - Byte
          End Loop
