Models do NOT have broken texture/UV mapping. Models use mirrored repeat or seamless tiling. This allowed game developers to for example only draw half or quarter of a circle and mirror tiling will turn it into a full circle. 

Models ripped using "Nemu64 Graphics" (LemD3D9.dll) both normal and combine debug version using the Export VRML option. Done in PJ64 (non 30 sec unskipple nag version) Than loaded into Blender to remove everything but the model I wanted than centered in the world and saved as .obj/.mtl

XN Convert used to mass convert the textures from .bmp to .png. Alpha layer added when needed. Nemu64 Graphics dumps textures as bmps and will save texture and alpha layer as 2 .bmps *******_c.bmp is the base texture and *******_a.bmp is the alpha layer.

The Custom_Colored_Textures contains an edited texture that are for the Med and Large projectile. It seem that 5715863B_c is colored by the game and isn't dumpped in color but as the B&W base image. The file inside of Custom_Colored_Textures is my best guess at getting the Med and Large projectile to look like it dose in game by coloring it. I also tried dummping via 3D Ripper DX and Ninja Ripper using DX8 and DX9 plugs in but they failed to get anything useful.


AJD-262
12/16/25

Note to models resource staff:
Model(s) checked with Model Checker, Model Converter X and spot checks with View 3D Scene. Bullet_Projectile.mtl reports Material "Shape.861" has no texture. This looks to be true but really hard to make sure in game but make since to not textue something so small but use a material color.