Hello Reliquia!
What follows is from the top of my head but I'm pretty sure its correct.
As far as the texture format is concerned, use .dds! (DxT1 compression is okay and does not look off as it does in some other engines)
You usually need a normalmap (_N) a specular map (_S) (keep in mind that GG needs slightly darker specmaps than other engines) and, of course, the diffuse map (normal texture : _D)
If you want glowing parts you can have these in a _I map (emissive). If such a texture is not present it will not be loaded. If there is no specular or normalmap present it will be replaced with a generic texture. (blank_n for example.)
The shaders pretty much do what they say. Entity_basic is for almost all of your items, character_basic for chars etc. We don't have an extensive library yet. If you want to know more, you can open the .fx files with notepad. There is usually a little description already present.
Its a trillion degrees here so I apologise for eventual spelling errors and bad formating.
-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"