<NME> Asset folder listing.txt
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<MSG> Some documentation on the layout of the resource folder
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+[project folder]\Assets\Resources\AI_PREFABS
+
+Contains AI prefabs for instantiating NPC AI Rigs.
+
+[project folder]\Assets\Resources\animation
+
+Contains the .anim files for each animation type (NPCs, Cutscenes, Weapons etc). Animation are created by the editor script test.cs. The code for the NPC animations is generated by the exporter in order to get them in the correct order. Animations must be added to the animator window in unity.
+
+
+[project folder]\Assets\Resources\Cuts
+
+.tga files extracted from the csXXX.nYY cuts files in UW. 
+Files are imported as sprites.
+
+[project folder]\Assets\Resources\Graves
+
+Contains the .anim files for the gravestones images (in cuts dir)
+
+[project folder]\Assets\Resources\HUD
+All hud .tgas are imported as follows 
+Imported as advanced, non power of 2, read/write enabled, point filter. Alpha enabled as appropiate.
+Typically files are named [original uw file]_nnnn.tga
+eg compass_0001.tga
+
+[project folder]\Assets\Resources\HUD\Bodies
+
+Artwork for the Inventory paperdolls in bodies.gr
+
+[project folder]\Assets\Resources\HUD\Chains
+
+Artwork for the inventory pull chain. From chains.gr
+
+[project folder]\Assets\Resources\HUD\Charheads
+
+NPC Conversation Character heads from charhead.gr
+
+[project folder]\Assets\Resources\HUD\Compass
+
+Compass artwork from compass.gr
+
+[project folder]\Assets\Resources\HUD\Conversation
+
+Conversation & trade window art from converse.gr
+
+[project folder]\Assets\Resources\HUD\Cursors
+
+Mouse cursors and map cursors from cursors.gr
+
+[project folder]\Assets\Resources\HUD\Dragons
+
+On screen dragons from dragons.gr
+
+[project folder]\Assets\Resources\HUD\Eyes
+
+Enemy health indicator gargoyle eyes
+
+[project folder]\Assets\Resources\HUD\Flask
+
+Frames for the health and mana flask in flask.gr
+
+[project folder]\Assets\Resources\HUD\Fonts
+[project folder]\Assets\Resources\HUD\Fonts\Font4x5P
+[project folder]\Assets\Resources\HUD\Fonts\Font5x6I
+[project folder]\Assets\Resources\HUD\Fonts\Font5x6P
+[project folder]\Assets\Resources\HUD\Fonts\FontBig
+[project folder]\Assets\Resources\HUD\Fonts\FontButn
+[project folder]\Assets\Resources\HUD\Fonts\FontChar
+
+Fonts are generated by hand using http://www.pentacom.jp/pentacom/bitfontmaker2/
+Fonts are then imported using NGUI
+Font art can be extracted from the various font*.sys files 
+
+[project folder]\Assets\Resources\HUD\Genhead
+
+Generic npc heads from genhead.gr
+
+[project folder]\Assets\Resources\HUD\lfti
+
+Menu buttons from lfti.gr
+
+[project folder]\Assets\Resources\HUD\main
+
+Main window from main.byt
+
+[project folder]\Assets\Resources\HUD\Map
+
+Map art from map.byt
+
+[project folder]\Assets\Resources\HUD\Panels
+
+Art for stats, inventory and runes from panels.gr
+
+[project folder]\Assets\Resources\HUD\PlayerHeads
+
+Player character heads from heads.gr
+
+[project folder]\Assets\Resources\HUD\Power
+
+Weapon charge gem art from power.gr
+
+[project folder]\Assets\Resources\HUD\Runes
+
+Runestone art  (named rune_nn.tga) from objects.gr
+
+[project folder]\Assets\Resources\HUD\scrledge
+
+Message scroll borders from scrledge.gr
+
+[project folder]\Assets\Resources\HUD\Spells
+
+Active spell indicators from spells.gr
+
+[project folder]\Assets\Resources\HUD\weapons
+
+Weapon animation art from weapons.gr
+
+[project folder]\Assets\Resources\Materials
+Texture material definitions. Generally use the legacy diffuse shader. Typically doors, switches and texture map objects.
+
+[project folder]\Assets\Resources\Materials\tmap
+[project folder]\Assets\Resources\Materials\tmobj
+
+
+
+[project folder]\Assets\Resources\Models
+[project folder]\Assets\Resources\Models\Materials
+Models for doors & portcullis.
+
+[project folder]\Assets\Resources\Music
+Sound files for the game music.
+
+[project folder]\Assets\Resources\Palettes
+
+Extracted texture palettes
+
+[project folder]\Assets\Resources\SFX
+
+Sound effects.
+
+[project folder]\Assets\Resources\SFX\voice
+Converted speech files (.ogg format)
+
+[project folder]\Assets\Resources\Sprites
+Sprites are typically pivoted around the bottom. Pixels per unit =100
+
+[project folder]\Assets\Resources\Sprites\Animo
+Small animation frames (eg fountain water spouts, explosions etc) from animo.gr
+
+[project folder]\Assets\Resources\Sprites\armour
+
+Paperdoll armour pieces from armor_m.gr and armor_f.gr
+
+[project folder]\Assets\Resources\Sprites\critters
+
+Monster and NPC sprites from CRXXPage.NYY
+Files are typically named crxxPage_n00_[palette no]_xxxx.tga
+
+[project folder]\Assets\Resources\Sprites\palette
+
+Greyscale versions of the art from objects.gr. Typically named objects_base_xxxx.tga
+
+[project folder]\Assets\Resources\Sprites\splash
+
+Game splash screen art
+
+[project folder]\Assets\Resources\Sprites\tmflat
+
+Switch and sign artwork. From tmflat.gr
+
+[project folder]\Assets\Resources\Sprites\tmobj
+More Switch and sign artwork. From tmobj.gr
+
+
+[project folder]\Assets\Resources\textures
+[project folder]\Assets\Resources\textures\doors
+
+Door textures and materials from doors.gr
+
+[project folder]\Assets\Resources\textures\palette
+
+Greyscale versions of the textures.
+
+[project folder]\Assets\Resources\textures\tmap
+
+Greyscale sprites of the textures.
+
+[project folder]\Assets\Resources\textures\tmobj
+More Switch and sign artwork. From tmobj.gr  (redundant?)
+
+[project folder]\Assets\Resources\textures\world
+World textures.

Some documentation on the layout of the resource folder