Hey hey. Thanks to Cyberman and his description and also thanks to Kislinskiy i've added reader of LZS's into Biturn ... yet not complete, it cannot read animations and textured polygons coords properly.
Also I cannot read some polygons of HICLOUD.lzs model; but i'll work on that.
Here are some progress pics from cloud.lzs:
here is report what have i read:
reading 23 bones
reading objects
start offset: 0000028C
reading 26 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 48 triangles
reading 0 quads
ending offset: 00000730
start offset: 00000730
reading 76 vertices
reading 0 groups, flag 0020
skipping 0 lines
reading 108 triangles
reading 20 quads
ending offset: 000013F4
start offset: 000013F4
reading 131 vertices
reading 11 groups, flag 0025
#00: 10 2E8 78 80 600 7840 2036 39
#01: 198 10 08 80 2036 7840 600 3A
#02: 2F0 2E8 10 80 380C 7840 2036 600
#03: 2E8 2F0 308 80 2036 7840 380C 3932
#04: 10 198 318 80 600 7840 2036 380D
#05: 300 368 320 80 AB 7800 37B5 1583
#06: 10 2F8 2F0 80 600 7840 3400 380C
#07: 300 310 368 80 AB 7800 BF 37B5
#08: 2F8 10 318 80 3400 7840 600 380D
#09: 368 310 3E0 80 37B5 7800 BF 15E6
#10: 318 198 48 80 380D 7840 2036 3932
skipping 0 lines
reading 248 triangles
reading 5 quads
ending offset: 00002CA8
start offset: 00002CA8
reading 25 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 40 triangles
reading 3 quads
ending offset: 000030EC
start offset: 000030EC
reading 19 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 8 triangles
reading 11 quads
ending offset: 00003340
start offset: 00003340
reading 32 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 40 triangles
reading 10 quads
ending offset: 00003864
start offset: 00003864
reading 24 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 38 triangles
reading 3 quads
ending offset: 00003C78
start offset: 00003C78
reading 11 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 10 triangles
reading 4 quads
ending offset: 00003E0C
start offset: 00003E0C
reading 32 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 40 triangles
reading 10 quads
ending offset: 00004330
start offset: 00004330
reading 14 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 24 triangles
reading 0 quads
ending offset: 00004594
start offset: 00004594
reading 35 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 50 triangles
reading 5 quads
ending offset: 00004B20
start offset: 00004B20
reading 17 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 25 triangles
reading 1 quads
ending offset: 00004DC8
start offset: 00004DC8
reading 11 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 13 triangles
reading 1 quads
ending offset: 00004F50
start offset: 00004F50
reading 14 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 24 triangles
reading 0 quads
ending offset: 000051B4
start offset: 000051B4
reading 35 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 50 triangles
reading 5 quads
ending offset: 00005740
start offset: 00005740
reading 17 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 25 triangles
reading 1 quads
ending offset: 000059E8
start offset: 000059E8
reading 11 vertices
reading 0 groups, flag 0025
skipping 0 lines
reading 13 triangles
reading 1 quads
ending offset: 00005B70
specially to the 'groups' part
#00: 10 2E8 78 80 600 7840 2036 39
#01: 198 10 08 80 2036 7840 600 3A
#02: 2F0 2E8 10 80 380C 7840 2036 600
#03: 2E8 2F0 308 80 2036 7840 380C 3932
#04: 10 198 318 80 600 7840 2036 380D
#05: 300 368 320 80 AB 7800 37B5 1583
#06: 10 2F8 2F0 80 600 7840 3400 380C
#07: 300 310 368 80 AB 7800 BF 37B5
#08: 2F8 10 318 80 3400 7840 600 380D
#09: 368 310 3E0 80 37B5 7800 BF 15E6
#10: 318 198 48 80 380D 7840 2036 3932
first 3 numbers are vertice references (not indexes but offsets, as in polygons) and the rest should be tex coords. i'd say that repeating value '80' and '7840' are just fillers so only rest 3 nums are texture coords (which is enough, 2 bytes for each vertex)