Question: ========= I can do markings (spots or patches), but I can't do making variations (ie. individuals have different. markings) I'm assuming that your markings are all [Paint Ballz] markings. But first, you should know that in any area of the .lnz (this goes for default scales, sounds pointers, texture lists -- _any_ area!) you can make as many variations as you wish. The normal kind of variation set goes like this, starting with a # number and then counting downwards to the ##: #3 < data for this variation> #2 < data for this variation> #1 < data for this variation> ## When you leave one of the variatons blank, like this, where you see that #3 has no data: #3 #2 < data for this variation> #1 < data for this variation> ## the blank, or data-less, one will use the defaults. You need this if you have ball colour variations under [Color Info Override], because if you don't have one blank variation # in there then your [Ballz Info] colours won't show. Now, if you want to make variations within the [Paint Ballz] area, just start putting variations in after any items that you want not to vary (such as the paw pads which are usually there). So you'd have all the paw pad lines of data, or any other non-variable lines of data, and then you would start on your series of variations. In the Dalmatian you can see that the game can pick from a whole load of different sets of variations, but you don't need to be as complex as that. Say you want four variations of spots on the snout, each a different size and colour, including one with no spot at all. It could look like this: #4 #3 56, 70 -.8, -.8, -1 35 (etc -- rest of line of data) #2 56, 90 -.8, -.8, -1 15 (etc -- rest of line of data) #1 56, 50 -.8, -.8, -1 65 (etc -- rest of line of data) ## Right, this is just a straight set of variations. But perhaps you want a set of red patches on a black dog, but orange patches on a white dog and white patches on a fawn dog, and never the other way around. For this you need to bring in the "linking" system. This is simple, but a lot of people get it wrong. Say your [Ballz Info] contains the black dog data. Your [Color Info Override] should be laid out like this: #3.A #2 #1 ## Now go to your [Paint Ballz] section and put in a set of variations like this: #3.A (will go only on black dogs) #2 (will go only on white dogs) #1 (will go only on fawn dogs) ## And there you have it -- a set of linked variations. Question: ========== To make all the variations I want would involve adding an assload of addballz, and I really don't want to since there's already a ton in there and the .LNZ is getting huge. Answer: ====== Add Ballz can be handled a little differently, so you don't need quite as much data in there as you might think; you only need to add the ball data once there, and you can then use the simple [Omissions] list to include or remove them. Here's how I do it: Add into [Add Ball] all the added ballz that I'm going to want. Keep a note of which group of add ballz are which numbers; I tend to pop in little commented-out line-counts. Join up everything the way I will want it to appear in [Linez]. Don't worry if some variations won't be using these balls and linez; put 'em in anyway. If you want to be absolutely correct about it, do the linez as a set of linked variations, so that they link in properly with the [Omissions] that I'm about to discuss. Now, say I want a variation which doesn't include added ballz numbers 90-100, another which has those but not ballz numbers 120-123, and another that has 'em all. Okay, then I handle it in [Omissions], under which I first keep the list of ballz that are _always_ omitted (65-76) and any others that I happen to want to be omitted in my breed. I want the omissions to be part of a linked variations series, so I'm going to have a suitable #. at the top of the variation set. [Omissions] 65 66 67 68 69 70 71 72 73 74 75 76 ; #3.A <-this one has no data, so it's the variation containing all ballz #2 90 91 92 93 94 95 96 97 98 99 100 #1 120 121 122 123 ## (An important note for anyone who doesn't realise, by the way: when you add stuff to a section of the .lnz, make sure that there is no blank line between your lines of data, or the game will ignore the stuff that's been separated by the blank line; if you want to separate things out to make them clearer, put a semi-colon all by itself on what would otherwise be a blank.) [Omissions] is your friend. Even when you're not managing [Add Ball] variations with it, using that rather than what most people do, which is make ballz infinitesimally small, is a much more reliable method and will carry on to 2nd-gen reliably. Enjoy! Carolyn