I wonder how you will drive glidos to recognize textures from different levels as the same one?
one could use a search that compares textures based on overlaying them using a 'difference' filter (like photoshop and psp have ). any texture that was exactly the same as original would be completely black and the program could look for that as a signature .
Paul, as I understand it the the individual TR textures are generated from a co-ordinate map of the 256x256 "complete" texture.Since the generated folders 'names' (weird long filenames ) are different when capturing on normal or mip map but the individual texture co-ordinace remain the same (using the same version ) I assume that the folder (containing the"Complete" texture) is named by glidos based on some memory acess allocation, but that the individual texture co-ordinate is fixed due to the postion it is in in the "complete" texture.
Also I noticed in that the 'complete' texture which contains the shrieking mummy from your caves level (unmapped file) contains all the same textures as mine but in different absolute postions within the "compete" co-ordinate grid.
so , I am curious as to your approach on integrating .
right now the only caveat I can see in auto generating links between different versions is the bubbles. they all look the same but there is a slow medium and fast bubble ( all of mine are different ) . not that that is such a big deal ( although I did spend a while tuning my bubble effect:)
At any rate I can donate an older american version of TR if that helps you any . PLus i will put up the bmp's , although you could get a free download of gimp or PSP wich would auot translate teh .png's back to bmp's