An attempt at making texture numbers clearer, some people just don't "get it": ---------------------------------------------- The position in the texture list is what gives it its number; the number which comes after it on its line is not _its_ number, that's a "flag" which tells it whether the ball-colour is to show through the bitmap or not. So, if you set the "flag" that's after the texture to 0, the texture will be solid and the colour of the ball won't show through. If you set it to 1, the background will show through, and that sometimes has interesting results. Now, when I talk about the texture's number, I'm talking about its position in the list; once you've counted your textures, starting from 0, you then have the number for each texture. In more detail... if you don't understand how to change textures. Sorry if I'm repeating myself, but I have to try and find different ways of telling it, as so very many people don't get it at all. If you edit using either my old Notepad method (my new easy-edit package makes it really easy) or Reshacker, you'll see the .lnz laid out the way it should be, in lines with column headers. The column headers are actually programmers' comments, which are designed to help _them_ change things in the game, but it happens to be very handy for us hexers too :-) Okay, so first off we need to understand the [Texture List]. Usually it looks something like this: [Texture List] \art\autobuild\hair3.bmp 1 \art\autobuild\clear.bmp 0 \art\autobuild\cottonwhite.bmp 0 ;Hair color/textures 3 #5 \art\autobuild\B_DarkBrown3_trans.bmp 0 #4 \art\autobuild\B_DarkBrown3_trans.bmp 0 #3 \art\autobuild\B_DarkBrown3_trans.bmp 0 #2 \art\autobuild\B_DarkBrown1_trans.bmp 0 #1 \art\autobuild\B_DarkBrown3_trans.bmp 0 ## ; ;Hair color/textures 4 #1 \art\autobuild\B_TransNew4.bmp 0 ## ; 4 ## \art\autobuild\B_DarkBrown3_trans.bmp 0 Now, the numbers you see after the bitmap names are _not_ the texture numbers. Many people make this mistake. Those numbers are simply a "flag" which tells the game whether the colour of the ball is to show through the texture and give a special effect. The texture number is determined by its position in the list, the first texture counting as texture number 0. So in the above list, hair3.bmp is texture number 0, clear.bmp is nUmber 1, cottonwhite.bmp is number 2. Now we come to a comment which says that what follows is texture number 3, and the # numbers below show that there are five possible variations of texture number 3. That's all the # numbers are, variations, which the game picks up on depending on what your chosen babyz' code is (you know, the code that you enter on the start-up screen to adopt a new baby). ## indicates the end of the variations for texture number 3, and the next texture after that (B_DarkBrown3_trans.bmp in this example) is texture number 4. Now, if we want to be sure of getting a particular texture, we really want to remove all the variations. Here's how my texture list looks for some of my babyz: [Texture List] \art\autobuild\hair3.bmp 1 \art\autobuild\clear.bmp 0 \art\autobuild\cottonwhite.bmp 1 \art\autobuild\B_Blond1.bmp 0 \art\autobuild\B_LtBrown1.bmp 0 \art\autobuild\B_Blond1.bmp 1 \resource\clothes\kissie.bmp 0 No variations -- I removed all of those and am left with a nice simple list. If you count the textures in that list, you'll see that I have my own "kissie.bmp" and that it's texture number 6. Changing Babyz body Textures ===================== Look at your chosen .lnz file laid out as it should be, in Notepad, complete with the column headers. Now, in [Ballz Info] the headers are like this: ;col outCol spklC fuzz otlnt sizeD group texture See that last column, texture? Right, that's where you put the number for the texture for that ball. And the texture number is where in the [Texture List] your chosen texture is listed. So now look at [Texture List]. The count starts from 0, so the first texture in the list is texture number 0, the next one is texture number 1, the next is texture number 2 and so on. Where you see the # numbers (#4 etc) you're actually getting variations, and you don't want those. So in the [Texture List], cut out everything from where you see a # to where you see a ##, including the ##. Now it'll be simple. Just list the textures that you want, and the game will definitely pick up on your texture numbers 0, 1, 2, 3, 4 etc, and you can give each ball in [Ballz Info] whichever of those texture numbers you choose. The same applies in [Add Ball], and [Paint Ballz], where you see the hair balls. Just put the texture number that you want in the texture column for your chosen ball. Hair textures ============== Let's say that the cottonwhite bitmap is in the third texture position and so it is texture number 2. [Add Ball] has these column headers: ;base x y z color otlnCol spckCol fuzz group outline ballsize bodyarea addGroup texture So, find the hair balls in [Add Ball]. Look along the line of numbers for each hair ball, and you will come to the number that's under the "texture" column header; it's most likely number 3 for each textured hair add ball (i.e. for each hair ball that isn't a texture-free bobble, which therefore has the texture number "-1"). Change that number to 2 for each textured hair ball, and that will give that hair ball the texture which is in that position in the [Texture List]. Now we come to [Paint Ballz], which is the hair that covers the head. The column headers are thus: ;base diameter(% of baseball) direction color outlineindex fuzz outline group texture So, find the hair paint balls, and look along each ball's line of numbers until you reach the number which is in the "texture" column. The number there for each hair paint ball will probably be 3; change that to 2 for each hair paint ball. Okay, your hair balls will all now have the cottonwhite texture. How to give your baby a kiss-mark (or other mark) ================================================== Now you want your cheek (or other ball of choice) to have kissie.bmp and presumably you don't want the ball colour to show through. You need to place the texture, complete with the path (\art\autobuild\ or \resource\clothes\ or whatever) and "flag" number (whether the ball colour is to show through or not) into the [Texture List] and then make a note of where in the list it is. That position is the "texture number". You then have to put that number into the texture column for the ball. Change the "flag" to 0, so that it looks like this: \resource\clothes\kissie.bmp 0 The texture needs to be in a position other than the texture for the hair, so will show up on the cheek only. If what you want is a little kiss in one place, don't put it on the ball -- it will show over the whole ball, because you've given texture to the whole ball. To have a single kiss on the cheek, you would need to put a paint ball on it and assign texture number 6 to it if your lips texture is in fact texture number 6. So you apply your paint ball to the part of the body you're after, and make it a suitable size and position. For instance, on the cheek you'd probably want it about where the "rosy cheek" would normally be, but perhaps a little larger: ;base diameter direction color outlineindex fuzz outline group texture 8 55 0.2,0.1,-0.9 45 -1 0 -1 -1 6 And there it is. Provided that you've made a suitable bitmap, your baby has its kiss on the cheek :-) Hope that helps Carolyn