This FPS was developed by Free Radical Design.
The model format is similar to that used in Okami and other PS2 games that have vertex tristrips reset by the byte 0x80 (128)


Use the script below with the program called "Quickbms":
http://aluigi.altervista.org/quickbms.htm
The script TS2pak.bms will extract the pak extension file from this game
into smaller files.
Use as follows by double clicking quickbms.exe and following the instruction that pop up.


Use this script called ts2chrto3ds.bms to extract raw files from
the chr folders you get from the first script. (raw's can be textures, characters objects and more this script will work on characters and objects)
Use as follows in the windows commandprompt:
path to quickbms.exe -w path to ts2chrto3ds.bms path to .raw path to the quickbms folder

note the w in -w must be lowercase


Use this script called ts2levelto3ds.bms to extract files from the levelXX folders. This script will work on the main raw file that
each has most of the static buildings and land terrain for a level.
Use as follows in the windows commandprompt:
path to quickbms.exe -w path to ts2levelto3ds.bms path to .raw path to the quickbms folder


note the w in -w must be lowercase







TS2.jpg

TimeTex.jpg
An unknown model Texture, it was originally stored as a bitmap and the colors
are converted incorrectly.

TS2jan17.jpg
TS2consle.jpg

Models in this game are stored .PAK files
with the model and texture above coming from the file:
CS_L_35.PAK

Every model begins in a file at around this header:
10 FF FF FF FF

The vertexes are first followed by Connection information:

verX, verY, verZ, CONN

where CONN is either
00 00 00 00
or
00 80 00 00

The "00 80 00 00" are always found in pair
and signify that it is a new part of The mesh,
otherwise each vertex is connected to the vertex preceding it and following it.

Next is the Texture UV List

TexX, TexY, WeightX, WeightY

The Weights are floating points usually 1 in value for both ie (00 00 80 3F)

Next is the the Normal-Mapping List

NormX. NormY, NormZ, UnknownByte, 00 00 00.

Elsewhere in the file there are the Bitmap textures, and it is possible
for one mesh to use more than one texture.