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Meaning, if you want to play around with the parts you won't need to dig them out of the dds files, which are a pain at the best of times. I've also decided to make this project as "open source" as possible, which means I will be releasing all of my assets and templates with the mod. I plan to then make the game understand when to wear what outfit, which means that rebels and lowborn soldiers would wear the clothes of thieves and squires, whereas higher born leaders would wear things like knight's clothes. But this also means I can put every piece of clothing from FFT in the game and then I just need to recolour the skin of the characters for different ethnicities, and I should be able to release a first draft of the mod. I have to replan out my work and essentially scrap all my non-raw asset files and templates. Well, you shouldn't have to wait to long. Still, I need some help with these issues. Also, when it's finished, the different culture groups will look roughly the same with varying skin tones and clothes. I will likely make the Mongolians wear the samurai class armour when going to war, etc. I am not making new content, beyond bashing some other portraits together. I am not an artist, I just know how to use photoshop. They are not meant to be historically accurate.
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The children, obviously are not fully dynamic. These portraits are fully dynamic and when I'm done with it, it should replace all character portraits.
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I've already did thirteen of them and spent a good couple of hours wrestling with the DDS format. Ultimately, I'm working with around 130 portraits, and it takes about 10-15 minutes to break one portrait down into its parts. If anyone could help me out with this information, it would speed up my efforts here. Furthermore, I don't know how the game chooses what clothes for what functions or decided that there are four necks or thirteen chins. Namely the black lines around individual pieces, and I need to edit some files to make sure the pieces are correctly aligned.
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