Ok, looking at the files more, I think I figured a little more out.
0
COVERAGE: //TBNESW
1 : 1
1 : 2
0 : 3
0 : 6
1 : 3
0 : 6
I think the first 0 means that it uses a .dts shape for collision. Otherwise it defines the collision box using two sets of coordinates to define two opposite corners. Then I think it defines the the scale of the texture scale. Going in order of Top Bottom North East South West.
----------------top quads:
1
TEX:TOP
POSITION:
-0.5 -1 1.5
-0.5 0 1.5
0.5 0 1.5
0.5 -1 1.5
UV COORDS:
0 0
0 1
-1 1
-1 0
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
Then going onto the next section I think it goes in this order:
First it defines a group, not sure what they're used for, but the number after that defines how many faces are in that group. Next is the coordinates of the face according to the very center of the brick. I'm still at a lose for what UV cords and normals are about.
Edit: Reading up on stuff, I've got that UV mapping is used for textures, and that normals are used for lighting, though I'm still now sure how either quite come into play as of yet, back to reading.
Edit: Ok, I think I got normals down, the main help has been the 1x2 ramp:
0 0.707107 0.707107
0 0.707107 0.707107
0 0.707107 0.707107
0 0.707107 0.707107
This is the normals for the ramp part, and really helped me. I saw this number and instantly pulled out my calculator because I recognized it from trig to double check the numbers. Since this is a 45 degree ramp, it has two different parts that effect its lighting, both of which are the same as sin45 degrees. Looking at additional sides I have come up with this:
The first number in the series is the East (1) West (-1) control on how lighting effects. The second is North (1) South (-1). Lastly the third is up (1) and down (-1). If it is a sloped section, then you use trig sin(the angle that lighting hits it from this direction) in order to determine how much lighting effects it. The four lines are then the four verticals, possibly lighting can be gradient on round parts.
And yes, I know these are rays, but I'm using solid numbers for my figuring out. If I make a tutorial, I'll be having images that shows rays coming of vertexes.
Edit: I think I now get how most of the numbers work, but a still need help on how UV mapping works. Other then that I think I've got it down, perhaps with a little word from an experienced brick modeler on how UV mapping works, I think I could throw together a decent tutorial.