Sadly, a lot of the wiki stuff is my work and I'm kinda in "maintenance" mode where MG is concerned. Work, my own projects, and my personal life keep my busy (not to mention spending 8 hours a day coding burns me out too much to do it on the side
). The "Glest Guide" was a verrry old work of mine. I don't even remember what happened to it anymore. I suspect I took it down because it got spammed to hell and I couldn't keep maintaining it myself, anyway. It would have been far too outdated by now.
Fun fact: I made that long before I knew squat about proper web dev. I didn't even know about databases, so my rudimentary "roll my own CMS" solution was to write everything to files. Yes, it's horrifying. No, I don't do that anymore (I actually work in cloud tech now -- all about dat scalability!).
A quick skim of the Blender page of the wiki makes me think you're not missing *too* much, though. The pages on modeling guides were frankly quite poor (I was a kid!). There's better guides online that are entirely applicable (just note that our exporter flips Z and Y axes for reasons). The export page is basically redundant with
the G3D support one.
The animation page wouldn't have had anything of substance that the wiki page on animation is lacking and then any bone based tutorial (
example) will also work. Just keep the number of frames low. MG will linearly interpolate between all frames, but the G3D format is very inefficient, so excess frames = big size.
Which leaves texturing. Keywords to search for there is
UV maps (which you should
unwrap). It's called UV as a coordinate system cause programmers aren't that great at naming things
. MG just uses vanilla ol' diffuse textures (although making good diffuse textures is a skill that takes much practice).