Hi,
To explain a little about the process of creating GHELMET.EBO following an original request from Tyson12 and Senators96. I analysed this file thoroughly. I therefore completely recoded the function for reading an .ebo file in NEBOViewer to store all the databuffers. Then I have the recording function that will automatically recalculate offsets based on the size of the metadata. However, in order to save this file correctly without crashing the game, I made some adjustments with Senators96 so that he could test it with his textures. In the end, without going into too much detail, as it required a lot of analysis, programming and testing, we managed to get a modified mask to work without crashing.

Since geometries are highly dependent on vertex order for animations and lighting to work, we simply modified the UVMap coordinates in the ghelmet.ebo file.
In the end, the mask is displayed correctly while retaining maximum detail. A 256x256 pixel texture is sufficient, unlike the old model, which required a 1024x1024 texture to retain the details at the bottom of the mask.
We would like to warn you, however, that with this new model, not all existing textures will work properly. They must be redesigned to match the new model.
We hope you like this new mask, which took us quite a bit of work to create.
We will be reworking other elements. If you have any suggestions, please do not hesitate to let us know.