Well it'd be really great if you PM it anyway, as I said earlier it mutually give ideas to each other, I might be a
cleaner coder but struggling on other parts, i.e. any clues are welcome and let's be honest : that screenshot shows you've just tackled it even you think you lack coding skills
Clean code OTOH is a bit of a necessity than anything else, from experience, taking quite some time at the beginning helps save a lot later, especially in comprehension.
Anyway I hope you guys will like my infrastructure as I've spent quite some doing the plumbing, it's only yesterday I've started looking at (finally) rendering models, spent the whole last month looking at hex data and writing infrastructure code. As you'll see, concerns are separated and it's friendly so one can focus on the real stuff
But I'd say this is where you guys excel more than me as you've discovered many things I'd never think about.
For the collision boxes, IMO these are irrelevant if a new engine is to be made as colliders are a finger snap. Also IMO (but you guys will tell when looking at each model in each group), there are really only 2 relevant models to grab in each group, the car and the wheels (that tree view and instant rendering taught me a lot in 10 minutes than I'd hope about what's in CARS.DPC).
There's another thing that is quite puzzling, when you look at CARS.DPC obviously cars are there, however there are also on other DPCs ... which ones are correct ? Or could it be simply left-overs or streaming-optimizations for CD-based systems (in Wipeout 3, about 95% is repeated in different files, i.e. probably to optimize loading and seek time for slow 2x speed CD drive of the PSX - but left over since the CD master/layout was already done) ?