the PS2 (or the game engine itself) can just take an existing skin texture and apply a lower tint on it in real time, it would need to load a separate version of the character model which had the darker tint, which would require more RAM.
It would be the same as how implementing a texture-swapped enemy doesn't reuse the existing 3D model of the monster, but needs an entirely new model+texture combo.
If you have two identical mithra characters in a scene, except different skin tone, it would take up as much RAM as if you had a mithra and a galka in there.



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Sylph/Melmond



Not with FF11 in terms of making it like 14 graphic wise and adding in more hairstyles and colors to pick from.

