Ive not got time to write a tutorial myself but I figure since you took the time to do that one you might want to fool with this and write one after you get comfy with it.
I got tired of some cars freezing the game up simply because they use to much ram. Many of the ones that had this problem had HUGE txd files even after conversion and compression. I've also noticed that many really large (1024x1024 and larger) textures simply do not compress and cause the errors you mentioned in your tutorial.
Well... I went through some of these large txd files and extracted the textures. I then went and resized them to 1/2 or 1/4 their original size using paintshop pro. (I'm thinking the dimentions have to be kept at multiples of

then imported them back into the txd overwriting the originals. Then finally I went through and converted it all to VC XBOX and compressed.
I dont think I got any of the textures with alpha channels within the txd to go through all that properly. (Just to clareify... I did get txds with textures that had alpha channels to go through it all. I just couldnt get the spacific textures within the txd that actually had the alpha channel to go. So I left them at their original size and compressed to VC XBOX)
Also I beleave that the 8Bit textures must be exported as BMP and 32 as TGA (TGA may work for both)....
But the end result is that I got cars working that otherwise wouldnt. They looked fine in game but if you lowered the resolution too much the skin would get pixelated.
BTW... not a bad tutorial. Reminds me of the advanced Quake editing tutorials I used to write (under another name) that I was regularly told were 'newb friendly' due to the details and step by step screenshots I included. I've also noticed that compressing indvidual files is a bit more error free than batch compressing (compress all) so I was happy to see when that was included in the tut. (though I usually batch compress first and then if that doesnt work I redo it compressing file by file)
This post has been edited by KaioShin on Jul 25 2004, 07:23 AM