I know is pretty early to bump this thread since its creation, but I think there's always room for some teasing-humor.
Main character skin mod test:
In addition, I've attached the sources for the P6T viewer/exporter avaliable for those too lazy to dig in github, etc (look at end of post). The tool is under GNU license and after looking at the README files, there's no problem with modifying the code.
I took a look for myself like a scared mouse and it looks (warning! programming outsider language onward) like the bulk it's in the files "p6t.h","p6t_v2.cpp" and "TGA.cpp/h".
After reading at some C++ tutorials, I should declare new variables(?) and program a process to convert back from TGA to P6T and another one to import into DAT container (this is modifying the export code??).
It may sound easy and I must look pathetic for the C savy... but take a laugh if you like. Maybe someone can point which direction I should take if not directly do it for me
. I would ask to Finn & Jake but they're not real.
All those texture formats already fully-covered (TIM2, TX48, TXD, TXS, FNT, AMT, TPL, BGV, BTV...) and I take one of the two only games on PS2 using this strange format as my favourite wish-for-modding of all time. Tsk, tsk.