Oh, which one? I don't see any numbers in your reply
But I do see now questions outside of the ordered list that I didn't answer.
Well not exactly.
The game encoded the XML, a third party tool from community modder Alluran, unencodes it so it can be used outside the engine.
From a converted XML (done on the users end before touching your script) it has object file paths and positional data.
The XMLs are called prefabs, in that it prefabricated an assembly of objects to make something. Whether it's a hangar, spaceship with it's mounts and weapons and internal corridors and rooms, etc.
Riptide and C4D is not easily accessible, Blender is free and accessible by anyone. Which is why the suggested change to being a Blender script.
No GUI needed, I've been using simple PowerShell and BAT scripts to convert older Star Citizen builds for years before the tools stopped working on the newest builds.
If you'd like to review/read up on the legacy of converting SC assets, here's a tutorial I wrote up in 2017.
https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/how-to-start-modding-existing-star-citizen-assets/2418165
The objective/purpose is so that backers can recreate game assets outside of the engine, via this automated script idea. To save many many many hours of time and heartache.
Importing 3D objects into the correct places as given in the prefab XMLs.
Images, specifically speaking of textures, have to be converted first (by the user, not your script unless you want it to) using Eppi's texture conversion tool.
This makes them usable outside of the SC engine, for example in Blender.
In Blender, being able to run a script that reads the converted SC prefab XMLs and import all those assets (previously converted and prepared by the user) referenced in the XML, into their proper positions.
To answer the question you had about numbers after something, could you quote an example please, because I don't know what you're specifically referring to?