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More complex:
In K2 I usually work with screenshots from the character creation screen, not sure how practical that is in K1. Remove the background from that screenshot, maybe tweak the black and white balance a bit, increase the saturation slightly, duplicate the layer, slightly blur that, decrease the opacity of that to get a mix of both... anything that makes things come closer to the original player character portrait (in photoshop you can save all those actions or write down values to use on edits of screenshots from other darkside states). To get those other states in the character creation screen you just swap filenames around of what the neutral one should be.
Then you recreate the original backgrounds of any player character (export all states from any player character) to be the layer below that, it's mostly just a gradient from left to right or top to bottom. You can save some time by placing states in between by copying a layer above and setting it to 50% opacity to get half of one and the other.
States: textures and portrait filenames that end with d are fully darkside, d1 is what comes after light, d2, d3 are the next steps. Example: PO_pfhb5.tga = neutral, PO_PFHB5d.tga = fully dark.
In K1 we have 2 more dark side states as in K2 but technically they can be seen as just a 50-50 mix of the states in between.
Not very visually, but I hope that can be the tutorial part.
Tools are:
- KotOR Tool by Fred Tetra - for extracting vanilla textures
- Any image editor you have that can handle tga (Targa) files (one you might have could also have a plugin to enable you to still work with .tga files)
yes i found the portrait files
thanks so much! :)