Adding useful bits and pieces from clothing .CLZ files to .LNZ files ==================================================================== Oo-okay. I want to put a moustache on my Breed or Babyz that's similar to the clothing item for the Petz 4 Host, Pepe. First I'll show you what's in the clothing file. Then I'll show you first how to add it to a breedfile, and finally I'll show you how to make a new Babyz with it. Okay, here's the .clz data for Pepe's moustache, Don't panic, I'll explain what you need from it later: [Add Clothing] ;kind: Shirt, (etc) NoseThing ; textures isremapable width height (optional) \art\textures\hair10.bmp 0 \art\textures\hair10.bmp 1 end ; textures ; petscale ballscale baseBallSize 110 108 14 ;bBall offset color outCol fuzz colGroup outType size texture #2.A ; Dog -55 0, 5, 6 35 15 0 0 -1 0 -1 #1 ; Cat -24 0, 19, -46 35 15 0 0 -1 0 -1 ## ; 0 -12, 6, 0 30 25 1 0 -1 24 1 0 12, 6, 0 30 25 1 0 -1 24 1 0 -20, 12, 6 30 25 1 0 -1 18 1 0 20, 12, 6 30 25 1 0 -1 18 1 0 -18, 24, 10 30 25 1 0 -1 16 1 0 18, 24, 10 30 25 1 0 -1 16 1 0 -26, 36, 14 30 25 1 0 -1 12 1 0 26, 36, 14 30 25 1 0 -1 12 1 end ; add balls ;start end fuzz col lfCol rtCol sThck eThick fulloutline ;1 2 0 -1 35 35 100 100 1, 1, 1 3 0 -1 35 35 100 100 1, 1, 3 5 0 -1 35 35 100 100 1, 1, 5 7 0 -1 35 35 100 100 1, 1, 2 4 0 -1 35 35 100 100 1, 1, 4 6 0 -1 35 35 100 100 1, 1, 6 8 0 -1 35 35 100 100 1, 1, end ; linez PETZ or ODDBALLZ ================ For the Petz or Oddballz breedfile, or babyz .lnz file, we need to understand what we want to take out of this. This is add-ball clothing, so the data will need to go into [Add Ball] and we'll need to take note of ball numbers so that the Linez data will work. Also there is one extra problem in the way of copy/pasting; there are too few columns of data in the clothing file. Look at the headers in the .clz: ;bBall offset color outCol fuzz colGroup outType size texture as opposed to the breed: ;base x y z color otlnCol spckCol fuzz group outline ballsize bodyarea addGroup texture The "offset" column in the clothing file is in fact three columns -- equivalent to the x,y,z columns in the breed. So in reality we have these 11 columns of numbers to take from the clz file: ;bBall x y z color outCol fuzz colGroup outType size texture Now, these 11 columns are too few. The game expects to see 14 columns of data for each add ball in a breedfile. You're going to have to put in extra columns (of 0 or -1 or whatever you choose) where the breed expects to see spckCol, bodyarea and addGroup numbers -- or your extra ballz just won't show up. I'm going to put this on a Petz cat breed, a Calico. First of all, I need to take the line which becomes my base ball (ignore the minus sign): 24 0, 19, -46 35 15 0 0 -1 0 -1 I paste that into my Calico .LNZ after the [Add Ball] ear data, so it becomes ball number 92. I insert the necessary extra columns where the game would expect to see something for speckle colour, bodyarea, and addGroup: ;92 24 0, 19, -46 35 15 0 0 0 -1 0 0 0 -1 Then I take the add ball data from the .CLZ: 0 -12, 6, 0 30 25 1 0 -1 24 1 0 12, 6, 0 30 25 1 0 -1 24 1 0 -20, 12, 6 30 25 1 0 -1 18 1 0 20, 12, 6 30 25 1 0 -1 18 1 0 -18, 24, 10 30 25 1 0 -1 16 1 0 18, 24, 10 30 25 1 0 -1 16 1 0 -26, 36, 14 30 25 1 0 -1 12 1 0 26, 36, 14 30 25 1 0 -1 12 1 and I change that to have the extra columns and to use ball number 92 as the base ball. If I were to leave the base ball as 0, this clothing item would be relative to the left ankle instead of the head, LOL! So what I have now is this: ;92 24 0, 19, -46 35 15 0 0 0 -1 0 0 0 -1 ;93-100 92 -12, 6, 0 30 25 0 1 0 -1 24 0 0 1 92 12, 6, 0 30 25 0 1 0 -1 24 0 0 1 92 -20, 12, 6 30 25 0 1 0 -1 18 0 0 1 92 20, 12, 6 30 25 0 1 0 -1 18 0 0 1 92 -18, 24, 10 30 25 0 1 0 -1 16 0 0 1 92 18, 24, 10 30 25 0 1 0 -1 16 0 0 1 92 -26, 36, 14 30 25 0 1 0 -1 12 0 0 1 92 26, 36, 14 30 25 0 1 0 -1 12 0 0 1 Right, now I need to join up ballz 93 through 100 suitably in [Linez]. First, I take the linez data from the .CLZ: 1 3 0 -1 35 35 100 100 1, 1, 3 5 0 -1 35 35 100 100 1, 1, 5 7 0 -1 35 35 100 100 1, 1, 2 4 0 -1 35 35 100 100 1, 1, 4 6 0 -1 35 35 100 100 1, 1, 6 8 0 -1 35 35 100 100 1, 1, Now in this instance you see there are two extra columns. That doesn't matter; the breed's .LNZ can handle the extra data, it's just that we don't usually see anything there. But I do need to change the ball numbers from 1 etc to 93 etc! I do this, as usual with Add Ball ballz that need to be joined, by counting down the lines of ball data so that I know which ball is which ball number. Since we've already understood that ball 0 in this clothing item becomes ball 92 in this particular breedfile, we know that ball 1 becomes 93, ball 2 becomes 94 etc. So then I have: 93 95 0 -1 35 35 100 100 1, 1, 95 97 0 -1 35 35 100 100 1, 1, 97 99 0 -1 35 35 100 100 1, 1, 94 96 0 -1 35 35 100 100 1, 1, 96 98 0 -1 35 35 100 100 1, 1, 98 100 0 -1 35 35 100 100 1, 1, Now, when I run the game, I can see that the moustache is set too far back. It's a simple matter to change the -46 of the base ball 92 to -76, bring out a pet again, and eureka! Pepe's moustache on a cat breed. BABYZ ====== On to Babyz. I take the .LNZ file Brg.lnz and the code 5509-mbaa-aaaR-gbd. To the end of the hair ballz I add this, using the nose middle ball 84 as base, noting that the moustache is add ballz 148-156 in this case, changing the colours to Babyz blacks, and making sure that the texture is _not_ the "clear" one (which is usually texture number 1, i.e. second in the Texture List): ; moustache ;148 84 0, 19, -46 35 15 0 0 0 -1 0 0 0 -1 ; 149-156 148 -12, 6, 0 50 50 0 1 0 -1 24 0 0 3 148 12, 6, 0 50 50 0 1 0 -1 24 0 0 3 148 -20, 12, 6 50 50 0 1 0 -1 18 0 0 3 148 20, 12, 6 50 50 0 1 0 -1 18 0 0 3 148 -18, 24, 10 50 50 0 1 0 -1 16 0 0 3 148 18, 24, 10 50 50 0 1 0 -1 16 0 0 3 148 -26, 36, 14 50 50 0 1 0 -1 12 0 0 3 148 26, 36, 14 50 50 0 1 0 -1 12 0 0 3 and to the [Linez], this: 149 151 0 -1 50 50 100 100 1, 1, 151 153 0 -1 50 50 100 100 1, 1, 153 155 0 -1 50 50 100 100 1, 1, 150 152 0 -1 50 50 100 100 1, 1, 152 154 0 -1 50 50 100 100 1, 1, 154 156 0 -1 50 50 100 100 1, 1, So far so good. But it doesn't look right, the tache is too far forward. So the end result is this: ; moustache ;148 84 0, 19, -6 35 15 0 0 0 -1 0 0 0 -1 And Pepe the moustachioed babyz is born :-) Enjoy Carolyn