First off, I use to tutor in college (a long time ago) and found it easier to explain things as if to a complete beginner.
So, please don't be offended by my technique.
Start by opening an asset with edit - edit in explorer and check what kind of files are in there.
If you don't have any ending with
.texture as oppose to .texture.txt then skip down to part 2.
1. If you have .texture files then you'll need to uncompress them by closing the folder and use open with - texture2TGA.bat to convert
the asset. Then, reopen the asset using edit - edit in explorer again. If you don't have that converter setup on you computer go to this
link
http://forums.auran.com/trainz/showthread.php?t=35290& highlight=texture2tga and it explains how to set it up.
2. You will see the config.txt file and all the folders and files needed for that asset. For instance let say you have a texture call
env_metal.bmp or env_metal.tga you should see a text files with the same name. In this case it would be either env_metal.texture.txt or
env_metal.convert-tex.txt
Open the text file using notepad or any other simple text editor and just click file - save as and rename the files to it's counter-part.
For instance, if it is env_metal.texture.txt than rename it env_metal.convert-tex.txt and vise-versa. Save and close the text files and do
the next texture file until all textures have both files. Be sure check inside of all the folders (if any) for more textures.
The texture.txt and convert-tex are identical inside, just the nameing is different.
NOTE: (don't use wordpad or other advanced text editors 'cause they add stuff that is not wanted in these files.)
When done making two files for each texture, close up the asset and commit. If there is no other problems, it should commit.
And you can now use and see it in the game.
If it don't commit than something is wrong with the mesh and the author needs to redo that. Usually cause by using GMAX and not
naming the texture type correctly. With 3dsmax you always have to name the type and you tend to be more careful about it.
I hope this helps. It will work on most assets barring mesh problems.
Rick