


If your textures are coming out semi-translucent, it's caused by the DDS format that 3D Ripper is saving in. Playstation makes pure black invisible by default, but they should come out as black in a texture rip. It will still take some work, but it should be easier than 3D Ripper method- especially if you can find the pattern for which palletes go to which tiles. I would try P V V or, if maybe "PSX Vram'" (PVV is better). I think the palletes for all 'tiles' are loaded into VRAM- it's just that 3D Ripper is applying one pallete to the entire sheet. I still had to match each 32x32 tile up to its model manually though. But I was able to 'convert' those textures to standard TIMs by using search/replace in a hex editor to convert their headers to standard TIMs. I recently had similar problems dealing with 32x32 jumbled textures blocks while ripping the textures from King's Field.
