I've ripped several models from a PSP game, and I noticed that nearly all of them (except for the organic models) essentially duplicate the model, one with the normal textures, and one with either black, gray, or purple textures, which I assume are used for some sort of particles-based specularity effect.
Thus far, I've had to manually pick out the faces with the particles texture and delete them, which can become quite tedious when you're working with nearly 8K faces. (Note that a group of only 5 to 10 faces is its own object when I initially import the .obj file.)
I am wondering if there's a way to systematically remove the unwanted particle textures. I've tried joining all of the objects then removing double vertices, but it appears as though the correct textures that are kept or deleted are arbitrary as I get a splotchy model.
Note that if I right click on a face with a particles texture, I end up selecting the face behind it with the normal textures, and vice versa.
http://pasteboard.co/2up5MRE6.png This is an image of a model with some normal textures visible and some particles textures visible.
http://pasteboard.co/2up3BZR3.png This is an image of the same model after I've selected a few particles textures, which makes the proper textures visible.
So, down to my question. Is there a way to have Blender accurately target the particles faces? As far as I know, the object names are just
model_<number> with no real pattern. Each object has only one material, though if I join all of the models to get one then there are thousands of material slots.
(Note that the models I rip are purely for personal use as I'm currently a modeling student and want to learn from professionals. As far as I know it's perfectly legal as long as I'm not using pirated software or games, which I'm not.)