Hello there i have done some digging and i have reversed some stuff, here is what i found out about the .mesh format.
First of all its a binary model with the header: 34 80 C8 BB
This model format does not only store vertex data but also the skeletal bones and weighs configuration kind of like an fbx file.
If the model has bones they will be defined near the top of the file as strings after the header and terminated with null bytes.
Neox engine animates the skeletal rigs with another binary animation file.
Neox has prefabs in the form of an xml file, with the file extention .gim we can see this kind of like the prefabs in Unity, they store the material associated with the model, the collision bounding, along with other stuff. The materials in neox are yet another .xml file with the extention .mtg these store the texture paths along with some other variables. So if you have the f filenames recovered from the extraction the fastest way to rebind the correct texture would be to read the contents of the .gim file that points to the material .mtg file and from there read the paths of the textures.