Hey thank you to all of you. I'm learning a lot so I think even if it's going to be a full 'official' patch I'm going to play a little trying to fix Triton or giving it different env-mapping qualities...
Thanks for the info Taylor, I've updated the Wiki to reflect what you said about Shine-maps.
I'm at work and Wiki needs a login now (I didn't have to before...) so I'm not going to open a count just now.
There's a little mistake in Texturing > SCP Team Recommendations. So if someone wants to correct it:
Other alternatives to TGA -- in cases where DXT compression is unacceptable (noticable errors/artifacts) -- are u888, u8888, or u1555. u888 is 24 bit color and u8888 is 32 bit color (24 bit plus 8 bit alpha map), just like the types of TGA. The file doesn't get any smaller than TGA, but it can now have mipmaps (see Models). u1555 is 15-bit color, usually best for files that used to be PCX. So there's a missing 8 and I also think that DDS are smaller than TGAs because they're compressed (or they can be bigger but because of mipmaps...)
And now just one question. If you open a JPG, modify it and then save it again, and you keep doing this, (even without modifying), you loose quality because in each saving step the file is lossly recompressed. So, is it the same with DDS compressed format?
I ask this because if it is true, I think it could be a good idea for all the modders to distribute 'SDK' uncompressed TGAs of their textures to help people who might want to modify them. In this way you could make a zip with a data folder structure or just a MyHTLSuperModel.vp containing DDS mipmapped textures and POF for playing and a SDK folder with the uncompressed TGAs textures. Even if nooby people, as myself, just unzip this archive within Freespace folders they will waste HD space but their game performance won't suffer as FSOpen does not use SDK folder in any way.