As I said, I used a tool called Intel GPA for locate textures that I cannot identity at naked eye, due there are some images that are almost equal.
I can capture a frame from pcsx2 (Dx11 hardware) and then use the tool from the same package called "Graphics Frame Analyzer" for open the frame and debug the captured data.
I can select a certain pixel, see the color and which texture is related to the pixel color.you can open the texture, dump the file to png, tga or dds if you want too.
also, have the following information in consideration if you want the maximum fidelity for your work.
1 .- The uvs are inverted, you must fix these first, otherwise the texture will looks weird or will not fit in the map (maybe you have noted this already) // Use noesis for invert the texture and re-export the world.obj to obj again but with fixed uvs.
2.- Maps in the xbox version have more polygons and textures, also some textures are different.
For example:
In the PS2, in terrain devs used only one texture.
In the Xbox, in terrain devs used 3 textures for the same location.
here is a description.
all these textures fit automatically but you need to invert Uvs, otherwise you will not obtain the correct effect.
Regards !!!