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TimeSplitters 2 model format as it is for the PS2 version, the Xbox and GameCube version should be similar (different endianness) but I have had a good look at those yet.
PS2 Format
For now the best documentation of this format is here
Header
Name
Offset
Type
Description
MatInfoOffset
0
uint
An offset to the stat of the materials list
MeshInfoOffset
4
uint
An offset to the stat of the mesh infos list
MatInfo
Name
Offset
Type
Description
ID
0
uint
The ID for this material, either an offset in this file to seek to or an id to get an external texture with
WrapModeX
4
uint
Does the texture wrap on the X axis, repeat or should it be clamped to a 0,1 uv space
WrapModeY
8
uint
Does the texture wrap on the Y axis, repeat or should it be clamped to a 0,1 uv space
Flags
16
uint
If the first bit is set then the texture is embed in the file and the ID is an offset to it