It took me some fiddling with the code to figure out how to correctly add the other meshes in the template, but I managed to get them functioning in the game. My code looks like this:
Code:
ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1aMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1bMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom1cMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2aMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2bMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom2cMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3aMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3bMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom3cMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4aMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4bMesh.rsc" ] }
{ GraphicsMesh _mesh [ "Models\NaturalResource\Herbs\Mushroom4cMesh.rsc" ] }
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = true;
}
This has worked for every type of Natural Resource I've tried so far, and I even managed to get the white chicken example as a mesh variant for the normal chicken in this way. I haven't yet tested if there is any hard limit to the number of meshes that can be loaded like this, but I don't assume there is.
As for animations, I have looked a bit into the example files, but it seems rather confusing to me. What I meant in my original post was that I don't have any experience with animating models myself at all, so I'm not expecting myself to figure it out if others didn't manage.