EDIT: One final question; is your software able to point to texture files that TexMod can't? I have reason to believe that armor files, for example,are compiled from multiple different files into a single texture that TexMod picks up, instead of the 5 individual files (6, including hair) that (I think) are assembled into the armor, meaning that to change an armor via texmod, you must be wearing the exact same dye, armor, hair style, and hair color combination as the modified for it to work properly, which is obviously a huge beotch to work with. If yours can replace the individual armor files instead of the assembled files (again, here we're assuming my theory holds any weight at all, though to do it by giving each and every possible armor/dye combination its own texture would provide... uh... I lost my calculator, but a very, very large numbers of necessary files), then it would be a huge help having to anybody who wanted to change armor. If not, meh. I'm bugging (harassing) various ANet representatives about private servers and the possibility of setting up a private server (I took Gaile's cat, and I'm not giving him back until I have one), which should allow me to modify the .dat file directly, without all of this hassle.
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Most games dynamically generate a single texture (often called a "skin") to encompass a character or models textures. This is simply because a model using just 1 texture draws much faster than a model using 2+ textures. To accomplish this, they simply create a new blank texture, copy/paste the needed textures into it, and save that texture in memory for later use. Then every time a character needs to be drawn, we only need to use 1 texture to draw it, since that texture now has all the imaging needed to draw a full character (helmet, clothes, skin, hair, face, boots, etc) inside of it. Even Terrain Engines like Guild Wars' have 1 giant, 1024x1024 texture split into smaller squares to draw the terrain.