Amazing, I've tried to do this for Wipeout 3 in the past (extract the tracks) and was defeated - this makes it seem fairly easy!
I spent a considerable amount of time trying to figure out the track textures. It was only when I looked at the game in an emulator again (psxemu[1], which comes with nice debugger that lets you record frames and single step through draw calls) that I noticed that the track faces are subdivided at run time. This gave me the clue to look for textures in different LOD levels.
Still, it feels great once you get it working. Reverse Engineering is like solving really rewarding puzzle!
I read somewhere that WipEout XL used a similar data format as the original WipEout, but Wipeout 3 looked like it had a completely new game engine.