I'll put the tl;dr at the top: If you start using the following naming convention now, it could save yourself and others time later! I'd consider it good practice if you're going to release textures to others online.
I've been using a specific standard convention for texture file names for a while now, and I just realized I should already be sharing it, because it would make sense if developers/artists out there want to start using it now (especially those working on more involved projects). Here's why:
1) More logical than Dolphin's dump feature file naming convention (the first of several reasons to not use that)
2) Provides anyone looking at the file all the information they need for putting it into the game.
3) Extra functionality available when DTW3.0 comes out (saving you extra steps and work).
This is the naming convention: [fileOrigin]_[offset]_[imageType].[fileExtension]
e.g. "MnMaAll.usd_0x71f80_0.png"
That's basically it. But I imagine there are times you'll want to add your own description too, like "Link's shield (backside)" or something, which is fine. You can optionally just add it to the front of the name like so: "Link's shield (backside)_PlLkNr.dat_0x25580_14.png"
Pretty simple. But more useful that you may realize.
Point 2 is extremely useful. No need to look up textures in placements files to figure out where exactly they're supposed to go. For example, if you got the file from online or someone else, and don't even know what file it goes into to start with.
Point 3 is arguably even more useful. First of all, I want to point out that working with textures with DTW3 won't require special file naming beyond the usual of including the image type at the end, just like is already required for the current scripts/programs (technically I could eliminate this need, but it's more work than it's worth right now; and not as simple as just pulling the image type from a tpl). However, there will be optional, additional features available in DTW3 for streamlining things, which will require this naming convention. Such as importing files without having to specify an offset, and without using a placements file. Not so important when doing just one or two images, but this could be extremely useful for importing lots of textures, like a whole stage, or a mass of textures that belong in totally different files. Textures that are exported from the program will have this standard naming convention by default (though you can still change it in the export dialogue box if you want). So the main source of files that wouldn't have this naming convention would be Dolphin or other users (and Dolphin won't be as needed anymore).
So the point of this is, if you start naming your files this way now, then later if you need this functionality you don't have to go through and rename a bunch of files. Plus, I'm sure those you share textures with will appreciate it if this is how you named them, for both points 2 and 3.
@_glook (for our last conversation on automating modding processes)