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@osh_wott @MarioBrothBlog Judging from the uv map, my best guess is that the convention was to clamp overflow but whoever textured this set it to repeat instead. Easy to miss.
Here I apply (or, fake) the multiplication transformation to match the in-game view. Of course, this only works for this camera position. See the transformation origin/anchor point on the absolute top left (0,0).
...I've laid an in-game screenshot below it. See how the $20 quads match perfectly over the polygons but the green quad is way off? Wel...
@ThePACNATIC No, no, I just programmed a file unpacker for the game and I'm reverse engineering the model format right now. Already got something out but it's still a work in progress.