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The vertex values are still very slightly different between the decompilers, but I think that is due to floating point error and will not likely be fixable. When comparing recompiles between the decompilers, neither recompile matches the original model exactly, but they both seem to be "off" in different areas. You'll have to decide which you like better, I guess.
Not all verts or there positions come out of a model exactly. And bringing a model into a 3d editor, wll you end up with rounding errors from the decompile then rounding errors from the import and if the program auto-smooths, even more verts get shuffled around. We see this when we overlay a VTA file on top of model in Blender. Theres a lot of orphaned dots. You never get an exact duplicate of the actual game model.
Think of the process as a photocopy machine, you photocopy an original, there is going to be some degradation of the quality, if you photocopy a photocopy of an orginal, there's going to be more. Keep photocoping photocopies of photocopies, you end up with characters faded to the point of being no visible or blobbing out.
@Pte Jack : The example posted above was just decompile and then recompile without changing anything. Whenever I do work with these models, I just import them to MilkShape 3D, usually only to change arms/anims and the final output is meant for CS 1.6/CZ.
I'll make sure to save either the source files or the original models so if I want to use them later, I won't be reusing the photocopies :).