An .XOF file has no single guaranteed meaning and typically refers either to a legacy DirectX-style 3D model container or an OthBase XML format for Othello game records; the 3D kind can hold meshes, normals, UVs, materials, and texture references, often starting with headers such as “xof … txt …,” while the OthBase kind is straightforward XML storing move sequences, players, and event data, making a quick Notepad check—XML versus xof header or binary—the easiest way to identify the type.
When people say “XOF is a 3D graphics file,” they mean it stores the core ingredients of a 3D model—not a flat image—because in the older RenderMorphics/Microsoft/DirectX ecosystem, XOF acted as a container for meshes, normals, UVs, materials, frames, and sometimes animation, saved in either readable text with keywords like Mesh/Material or as binary, and modern workflows usually import/convert it to FBX/OBJ/GLTF, with the quickest identification method being to open it and check for an “xof …” header or 3D-style sections rather than XML from unrelated software.
To quickly tell what kind of .XOF file you have, note the workflow it came from and then open it as plain text: 3D asset origins hint at the DirectX-style model format, while Othello databases indicate XML; readable structured XML marks the OthBase type, whereas an “xof” header, 3D-centric labels, or mostly unreadable binary (often still starting with “xof”) mark the 3D family, letting you sort it out before searching for any special importer or converter.
If you liked this article therefore you would like to receive more info with regards to file extension XOF please visit our web site. When we say “XOF is a 3D graphics file,” we mean the format is used to carry 3D model components instead of a static image, and within legacy DirectX systems it resembled the X-file format by including mesh geometry, surface normals for shading, UVs for texture layout, and material settings like color, reflective qualities, transparency, and associated texture filenames.
Depending on how it was generated, it might also store grouping/positioning frames that define part relationships and sometimes animation data, and it can be written as plain text—readable with visible keywords—or as binary, which appears scrambled even though it encodes the same underlying 3D content.



