@MDavies, yeah thats the “golden goal” to process entire environments like this, not modelling a single thing but getting z-brush quality hi-res baked to lo-res with Houdini magic

I just used the “mantra -P filter.py” inte driver, didnt touch any test.ifd, is that something I should do ?
Nice if the ‘_’ works. Did you also understand my request about moving things around so the image plane names end up last in the file instead of in the middle ? (but before the extension).
Well..im not sure exactly how Unreal does it..all I know it looked amazingly dark when importing .TGA's until i put down a colorcorrection node in the shader for the diffuse and amped the gamme up to 2.2 (which means if I do a preview render in Houdini I have to pull the gamma down in that window to 1). but even with that I am getting a dodgy result.
Inside Unreal you can specify if a texture is supposed to be treated as sRGB or Linear, but I am guessing that after the import when the textures already have been converted to DDS filers internaly.
But perhaps best if you or the game team test these things to ensure it is working correct, because i am always a bit lost in the whole sRGB / Linear talk anyway.
I dont mind sharing my script, but just for inormational purpose it will only be able to automate parts of what you generally want, due to limitations in the .OBJ file format and Unreal, and even FBX would not be enough since Unreal again is a limiting factor for the auto approach. I am currently myself for Unreal looking at if I can use HDA's in a creative way to solve my dream of automating everything.
But for our game engine here at work it would work more like I have trying todo with Unreal.