Yes this helps a lot(even in terms of motivation). To answer your questions optimally I would like to have the information about the textures of each car(looking at your image post) it looks like it, better understanding of .GSL files (the meter one), and better extraction of the track models.
I'm a begginer at this but I have been able to detect the structure of x 4 bytes pointer and byte total size followed by 0 padding(which is dealt with the BMS.But the pallete data I have no idea,I struggle with future investigation, If this is not what you mean by hex searching I'm not fully understanding.
The meter file is unrelated to the car itself, I noticed .GSL files and the last file from Q01 had a similar structure, so I figured I should include it.
When you say the header is fucked, you mean the BMS script is not dividing it properly?
This last part you wrote I will need to study this more, but judging by the images it's very good progress( the Q01 is basically the texture to the car (lights and a bit back (01- http://choroq.wikia.com/wiki/List_of_Bo ... oro-Q_HG_2
) , the meter file awesome also, and the track file looks like texture used in some objects in the track race(walls,scenery details))
Thanks for the help!