
Originally Posted by
Kratos147
why did you point out only characters texture folder? I wouldn't be surprised if someone actually asked "But can this work for other textures too?!" xD anyway, as hypoflex and you yourself have said, it's basic. you should've put more thought into it.. people should take into consideration normal and specular maps as well.. in other words, you can't really replace a wood texture with floor tiles, because with normal and spec maps take into consideration, result with be a disaster..
long story short.
Editing textures is very easy, but when it comes to game development, if you don't know what are you doing, just don't do anything.
P.S.
only textures used in an actual world need mipmaps.. don't generate mipmaps for stuff like store icons etc.
and textures may or may not contain alpha channel related to them, if they do, they have to be DXT5 with interpolated alpha, if they don't have, then they can be DXT1 with no alpha.
in case a texture is higher quality (8,16 or 32 bit, since heightmaps are 32 bit and that's very important) (and you can check that by going into Image > Mode) you must save it in such quality as well.