Forewarning: I wrote most of this on the fly a few days ago. So pardon my poor grammar.
Subfolders might be a good place for source code. It's always a bit troublesome to try to find that exact rar or zip file that has the original files you were working with, especially if you're constantly tweaking and changing things like myself.
Yes, this is exactly the sort of thing I want hashed out, although the main issue we'll run into is that Kotor 1 does not support subfolders (I think). Doesn't mean we can't still do this for KOTOR 2.
Could you clarify this a bit? Are you suggesting making subfolders specifically for compatibility? That sounds like a good idea. I'd like to hear more on it.
I believe it is and yes, it has been really helpful with the massive environmental retextures. You raise a good point about the one-off skins and characters, though I would be inclined to convert them for consistency. The tool is so easy to use though that we might as well just convert everything possible. The only downside is that we'd have to be stricter about tga formats: They do have to be Po2 and non-compressed.
This sounds like a generally good idea. I would just hope that there's not too much script injecting going on. Perhaps it would be worth going over the specific process. Then we can coordinate with TSLRCM to increase the compatibility for future modders. Though scripting has proven itself to be extremely buggy in the past.
Good point. It's not like we have to be real strict on these anyways. I can't imagine there will be too many people with 2000+ poly models that will kill the game
Fair point. I would say 512-1024 is acceptable depending on your skill level and what you're trying to accomplish. I can't imagine there are any instances where we should be recommending 256x256 for head textures though.
2048 across the board would be heavenly. Some of that depends on what people can export at. Maybe set 1024 as acceptable, but 2048 preferred? These of course would benefit from the DDS tool.
Good point on this here, but I don't know what we can do about the tools for that now (other than editing UV Mapping for area models...?). We'll have to come back to this at a later time probably.