I have seen people making mods with dark side transitions.But I need to know how to do this by my own.Can anyone help me?
You have to extract the textures from KoTOR Tool, you'll find them in ERF> TexturePacks> sw_pc_tex_tpa/b/c.erf> P> then for male you need to look at PMH**** or for female it's PFH**** - you'll see that there's usually three textures per head, the standard/lightside and then one ending d1 and one ending d2, on some there is a d3.
Once extracted, open them with any program capable of editing .tga files, change them however you want and then chuck them in the override folder.
I hope this helps
--Stream
No,I am not asking of making a reskin I want to ask how to make a darkside transition skin.
As far as I'm aware it's more or less the same thing, I'm no good with texturing or modelling but it's best to use an existing texture as a template/reference as you have to put the details in the same place, for example, if you don't put the hair of the head in the same place on the new texture as the original one, it will show up somewhere else on the model.
I hope this makes sense.
--Stream
Basically it is a reskin...
If you don't mean "How do people reskin a head texture so it's a DS transition", then, maybe you mean "How do people get the DS transitions into the game"?
If that's what you mean, it's a matter of editing heads.2da. There are columns in there labeled head, headtexvvve, headtexvve, headtexve, headtexe, headtexg, and headtexvg for K1 and alttexture is added between the head and headtexvvve column in TSL. To add DS transitions (I'm assuming if this is the question you're asking, you've already got the rest of the columns in order), you're only going to be interested in the four columns headtexvvve - headtexe. They stand for "head texture very very very evil" through "head texture evil". The naming convention for them in K1 is generally the base texture name with D-D3 added to the end. TSL does it a little differently, with D2 and D1 added to the base texture name. In K1, if there are four transitions, D1 goes in the headtexe column, D2 in ve, D3 in vve, and D in vvve. If there are less than four, it's not uncommon to make D1 cover all but headtexvvve, so you'd have the same text in the cells for headtexe-vve, and then the next one in vvve. You can split them up however you want if you have less than four transitions, but you have to fill those cells with something when you make a new PC. TSL generally has fewer DS transitions for PCs and used D2 for vvve and D1 for the next three columns.
(Just to be clear, you could name the files whatever you want, but it's easier on everyone concerned if you follow the naming conventions.)
So, for a new PC mod, you'd have to make how ever many DS transitions you want, up to four (and they are reskins--I've found it is easiest to make them in one file with many many layers so that it's a gradual build up and once that's done, to set the unneeded layers to invisible and then save each as whateverheadD1.tga through whateverheadD.tga as I go along re-enabling the layers...and keeping the original multi-layered (for me, usually .rif) file in place in case I make some major blunder along the way), and then add the texture names for them in the appropriate headtexvvve-headtexe cells.
If that's not what you mean...then what it seems you're asking is "How do people reskin a head texture to make DS transitions". Basically it's what Deadly Stream said. If you're making them from 'scratch', you'll need the basic head texture and you'll have to change the texture however you like and save it with the same name, but with D-D3 added to it. There are a lot of ways to make them from scratch--my preferred way is to make a single, multi-layered file for all of the transitions and then deactivate layers I don't need for the milder transitions and save them...reactivating layers as I go along until I've got all the DS transitions I want. DS transitions pretty much have to be made based on the original texture so it maps correctly in the game.
To make the textures, it's a matter of taste as far as how extreme you want the DS transitions to be...I like adding tattoos to the darkest transition, other people just like to change the eye colors or do something much more subtle since that's generally how it looked in the movies. If you do make a single multi-layered file for it, I'd suggest keeping the bottom layer the original texture and copying it at least once before you start making changes.
Alright,no one would understand unless I explain so here it goes.I know everything how to that and that I know reskinning.But the fact is when I apply black color on the texture using color or hue mod the skin just turns black and white white the original dark transition skins have cracks type in the head texture how do I get those crack.(And the texture I am using any head texture in the game just need to learn how to do those crack things).
Can anyone please tell me how to make cracks in a texture, like the ones which the games (head) dark transition textures have.
I think I understand what you mean, there's a few ways of going about it - You could either use the pencil tool, if your software has one or you could zoom in as much as possible and colour each individual pixel - which is a very time consuming and tedious way of doing it.
--Stream
which color do I use and in which mode to get cracks.I use Adobe photoshop cs
The colour can be anything you like, that's up to you - As for actually making the cracks there won't be any pre-defined template, you'll have to just do them one at a time using one of the ways I mention above and see how it goes.
--Stream
Is there any faster way to do this then the one you mentioned above.
Not that I know of, I'll be honest I'm not a great texture person, I just mess around really but another thing you could do is draw some cracks by hand and scan them onto your computer and then paste them onto the head.
--Stream
Oh well but is there a way to make a dark transition back to the normal head
With skinning, at least quality skinning, there is no "quick" way to do things. :P
For veins/cracks on the skin for dark side transitions, I like to use images of branches from trees or lighting bolts as a starting point for the general shape of the cracks. Then you just mix everything together and hope for the best. :P