It's most likely that way due to clamping/mirroring settings. My advice would be to open the model file in BrawlBox, and see what kinds of settings each material has. For clamped textures, you'll need to stretch the outsides of the textures to fill approximately double the texture's resolution, sometimes more depending on the texture. And of course, you'll need to scale the UV mapping by half and shift it to the centre of the texture for it to look properly. And for mirroring, it's pretty self-explanatory. You'd need to extend the texture and mirror it both horizontally and vertically, then do the UV mapping fixes.
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Thanks for the answers. I just noticed, that i was using an outdated version of brres-viewer, but unfortunately, updating didn't help much. The newer version now has the .obj-export function, but Blender doesn't recognize the .obj file, i.e. the scene shows nothing. There's only one model in the file tree and the "export textures" option is checked, but for some reason, brres-viewer only exports the model and two textures out of eight, so i extracted them manually. The .mtl files generated by Noesis or brres-viewer aren't helpful either because they are full of errors and garbage.
@RTB: yes, right now there is probably no other way than fixing it manually, but i have the impression, it's based on guesswork and feels like retexturing the model from scratch. For now, i'm putting this project on hold, as there is no way to preserve the original texturing.
I guess it is possible for it to not extract all the textures, so you will want to double-check that whenever you do it yes.
I'm not super skilled on this so I'm not sure what to tell you. :/ Good luck anyway!
(Also off-topic note: happy birthday!)