LNZ Pro Hexing tutorial
This is actual an updated version of my ResHack tutorial, which is available at Supernova. LNZ Pro is similar to ResHack, but much better!
First off, of course, you will need the program. LNZ Pro is written just for petz and can be downloaded for free here. I also recommend that you get PetzA from the same site, that way it's much easier to check how your breed will look as fully grown, which of course is important. I will not explain how Petza works here, so if uncertain play around with it a bit before we start.
First thing you do, make a backup of the file you're going to edit. I like to make a folder called "Originals" and stuff copies of all petz breeds into it, before I start hexing. Here I am going to use the dalmatian as an example, since it's a breed people often hex from. But when you hex, be brave and work with different base breeds!
When you are making changes you will of course want to save sometimes. I usually just press control + s. If you get an error make sure a pet of the breed is not out in the AC. If none is and you still get the error, try closing Petz and any other open program that may be hindering you from saving. You can keep Petz open while hexing, though, I almost always do.
Open the program, and open the file you're going to hex. To the left, you will see a menu. Double-click on LNZ. Two sub-categories will come up. The upper one is the adult pet and the lower is the puppy/kitten. When you click on one of them, you will see a lot of info to the right. Click so that you see the adult LNZ info, and the right part of the screen will be filled with info...
What does all of this mean?
Default Scales, extensions,
eyelid colour, head enlargment...
The first bit, from ;dalmatian to [Additional frames] we just ignore. This is not something you generally fiddle with, and if you do you won't get anything out of it but a silent pet!
Then we have [256 Eyelid color]. Yep, what you guessed - this is where you change the eyelid colour! As you can see, you don't type in "green" or such, you type in a number. In this case it's 35. 35 means black. How to know which number to enter? Don't worry, I have a colour list here. It is a good idea to keep one by you while hexing, at least until you've learnt some colour numbers by heart. Remember that not all colours breed true.
[Default Scales] - These are the
size of the adult pet. The top one, 150 in this case, is the height of the pet,
and the second one, 145, is the "fatness" of the pet. A higher number
will make the pet appear heavier, a small number will make it appear more slim.
Same with the height - higher means larger, smaller smaller. I recommend to
always keep the two number the same, for breeding reasons, or the 2nd gens may
look different than the 1st-genners. If you change these two numbers, you won't
see it right away on the pup, which is a reason I recommend using Petza, so you
can age the petz in the AC and see if they are the size you want ;)
The maximum you will ever want to go is 160 for both. If you go over that, the pups/kittens will revert back to 160 when you breed them. If you want a larger pet (that breeds true), you will need to play with the other extension, Move and Ballz info instead.
Alright, the next parts are
extensions: leg, body, face and ear. You generally don't fiddle much with the
ear extension, but the others you can change :) Remember, higher number means
longer. And also, remember the "-" that you can see sometimes. -5 is a
smaller number than 0, see? Sometimes you see lots of #'s etc in the extensions,
this is for individual variations. You can just delete them and simply enter the
number that you want instead.
The maximum extension here is 20 and -20 for legs and 30 for body length. Like with the default scales, you will need to play with other sections of the file to make them longer/shorter or they will change in 2nd gen.
And last here, Head Enlargement. This is used to make the head larger or smaller without having to change every single part of it! Mess around a little with it and see what you get. Feet Enlargment works the same way.
Move, Project Ball, Addballz
After this, we soon reach the [Move] bit, one of my personal favourites! Move doesn't have anything to do with how a pet moves, but with how a certain ball is placed - in other words you move around body parts of the pet. It's built up like this:
Ball number - Move left/right - Move up/down - Move forwards/backwards
What do I mean with ball number? Well, each ball has its own number. The left ankle is number 0, the head is ball 52 etc. You can either get a ballz list chart or scroll down and check in the ballz info, the number of the ball is right before the name ("0 L ankle" etc), but this only works in dogz, the ballz are not listed in catz files.
If you just want to hexpaint a breed, ignore the move area. But if you want to make longer ears, move the back a little etc, this is the place!
The next three numbers after the
ball number are called the position numbers. Like you can see above, they move
the ballz in different directions. This is how the numbers work:
Left/right: The higher the number, the further to the right the ball goes
Up/down: The higher the number, the further down the ball goes
Forward/backwards: The higher the number, the further back the ball goes
Remember that you can use for instance -20, just as well as 20. Remember to keep the number the same on both sides, so the pet looks symmetrical (the exception being legs, petz legs are uneven by default so most hexers make them intentionally asymmetrical, to make them appear symmetrical in poses).
If the area you want to edit
isn't currently listed in Move, just add it in. Then just make the numbers you
don't want to change 0, and they will stay the same. If you for instance need to
add the left shoulder ball in and move it back by five, you'd enter something
18, 0, 0, 5
The ";left shoulder" bit isn't really necessary, it's just there to remind you what it is. Anything that begins with ; in a breedfile is text only. The symbol tells the game "this is text, just ignore the rest of this line". In LNZ pro text lines are coloured grey. So if you ever want to add something in to help you, like a little reminder, or perhaps a section that you don't want to use right then but save for future use, add in a ; and then the text, and you won't need to worry about messing the file up.
After that comes the [Project Ball] bit. These change the length of linez. If you for instance make all the tail linez longer (let's say 80 instead of 60) you change all linez connecting the tail. You can mess around here with the legs, ears etc to get interesting effects.
Next, scroll down until where it says ; ### From here down are animator's addballz 77.
Alright, these are the scary addballz! You can't live with them and you can't live without them! An addball is an extra ball on the pet. For instance cheeks, parts of the ears, part of the tongue etc are addballz. They work just like normal balls and once you've understood them, they get really interesting! And if you want to hex a more complicated breed or add feathering, this part of the file is a must! A lot of people are scared of addballz. I recommend you to master them, because once you do, you can make truly amazing breeds with horns, claws and other neat details...
Notice how it says addballz 77, and then the next ballz under that are listed as for instance 78-79, 80-81 etc? The top addball is always 77. The one of the line below it is ball 78, the next one is 79 and so on. Keep these numbers in mind, they are important when you add linez and Fur Pattern balls (we'll get to that, no worries!)
Let's take a look at how addballz are built up!
;base x y z color otlnCol spckCol fuzz group outline ballsize bodyarea addGroup texture
51, 17, -29, 28, 19, 0, 0, 1, 0, -2, 47, 0, 0, 1
51, -17, -29, 28, 19, 0, 0, 1, 0, 0, 47, 0, 0, 1
Aw, isn't that nice, they've left us a list to see what means what!
Alright, first you find a name (just like in Move), in this case I chose the Cheeks. There are, naturally, two cheeks on a dog, one on each side. Let's look through all the numbers!
1 - 51
is the chin ball. In the list above we can see that the first number is the
"base". This would mean that the chin is the base ball for the cheeks
- they are "placed" on the chin.
2/3/4 - The next three numbers, x, y and z are numbers used to position the balls, and work exactly like in the [Move] area. As a short reminder, they go in this order: left/right, up/down and forward/backward. If you compare the numbers on the cheeks, you can tell that the 2nd cheek ball has a -17 rather than 17. First number was left/right. As you can probably guess, the programmer has positioned these cheeks so that one is on the right side and one is on the left! Try adding and/or removing minuses, change the numbers etc to see what you get!
5 - After the position numbers comes number 5, colour! In this case it's 19, dark white.
6/7 - Outline colour is rarely changed so you can most likely ignore it, and same goes for spck colour (speckle colour). At any rate, outline colour should always be kept at black (if present), because that's what it reverts back to in 2nd gens anyway.
8 - Fuzz is often important, and that's the next number, #8! Remember, adding something like fuzz 8 will not make the breed look longhaired, just shaggy! For a fuzzy effect, 3 or 4 is usually enough! 0 is a smooth breed. Most PF.Magic have a mixture of 0, 1 and 2 in fuzz.
9 - Group has to do with colours when breeding, ignore this for now but be prepared to work with it if needed.
10 - Outline, number 10, tells the game what kind of addball the outline should have. -2 means a half outline, -1 is no outline, 0 is a half outline (on the other side of the ball), 1 is a full outline, 2 is a thicker outline etc. Most of the time you keep the outlines at -1.
11 - Take a close look at the 11th number, ball size! This is where you change the size of the ball. Naturally a larger number means that the ball will be larger.
12/13 - Ignore these for now :) They are almost never used. You can use bodyarea when linez aren't breeding true.
14 - The last thing you need to worry about here is texture. You can change the texture by changing the last number, but we will go through textures later or you can look at the texture tutorial for that.
Number Translation list:
1. Base ball
2. Position left/right
3. Position up/down
4. Position forward/backward
6. Outline colour
7. Speckle colour
10. Outline (thickness)
11. Ball size
12. Body area
13. Add Group
If you want to remove an addball, do NOT just delete it! You see, addballz are often connected in linez and get very messed up if you just delete the addballz! It's better to scroll down to Omissions and add the numbers in. Anything listed in Omissions will not be visible. You can also make the Ball Size -99, but it's better to use Omissions (works in puppies too, which Ball Size does not always, and it is more reliable when breeding).
Adding addballz, such as
feathering (including linez)
Want to add an addball? It's not hard after you've understood how it's done!
Go to the bottom of the addballz list. I usually just copy the last addball, and paste one right under it. Make sure that there are no blank lines! Like this:
I've already told how you to
position the balls, change fuzz and all that, so it should not be a problem!
There is no quick way to add perfect feathering! Just try around and see what
looks best. Or you can use free Copy/Pasties.
If you want to add feathers, you will usually have to move the addballz down and
backwards to make them look like they are attached to the backside of the dog or
underside of the belly/tail ;)
To avoid 2nd generation fuzz problems (feathering coming out smooth), there are two solutions:
The first way:
Make the fuzz on the base ball the same as on the addball! For instance, if you want your dog to have feathers with fuzz 3 on the legs, you must make the legs have fuzz 3 as well! We will talk about the base balls later in the tutorial. The downside with this way is that the leg linez will also be fuzzy, which doesn't look very pretty.
The second way:
Scroll down to the very bottom of the file, where it says [Fur Color Areas]. After where that bit ends, paste this:
[Fur Pattern Balls]
;addballs which are part of fur only
x1, x2, x3
Then switch the x's with the proper addball numbers. Breed the petz to make sure it works. If not, try removing a couple of addballz. Sometimes it won't work if you add in addballz that are also connected to the main body in linez.
Sometimes adding just a few ballz isn't enough, but you need to work with linez as well to connect them. Examples of connected addballz include my own show scottie's fringe and pomeranian's ruff. It's not hard at all, but we need to work with linez, which can seem a bit scary at first!
This is a silly little picture of my scottie and its fringe, to give you a basic idea of how connecting ballz work. First we have the four extra addballz. If I had just the ballz and no linez, the dog would have four floating balls on its face! However, I've connected them in Linez to make them look connected to each other and the dog. The simplest way is to scroll down to the bottom of the [Linez] section and copy/paste the last line so that you have your own new line to work on. You can put in a ; and a name, so that you know where to work if you need to go back.
Now, this is how the linez section work:
;srt end fuzz col lfCol rtCol sThck eThick
As you can see, it's not so different from the addballz section! The first is Start, the ball that you start to connect from. The second is the end ball, the ball that the start ball should connect to. Remember how I told you to remember what number the addballz have? Now it's time to check, because these are the ones you add in for start and end ball! Let's say I want to connect the first bit of the fringe on the doggie above, and that the addballz have number 88 and 89. Then I simply type in 88 as the start ball, and 89 as the end ball.
The fuzz, third number, should be the same as the ballz. If the fringe has fuzz 0, then the fringe linez should have fuzz 0 too. The colour should always be at -1. The line will be the same colour as the rest of the dog. The lfCol and rtCol should be left alone too, but you can change the 2 last ones. They are the thickness of the line (one for each side). Usually they should be at 100.
Those really pretty tattooes that some petz have are made of addballz and linez!
Omissions are an often overlooked but very handy part! If a ball is listed here, it won't be visible. If I for instance want to dock a dog, I add in the tail parts that I want to disappear here. You can make the ballz size -99 too, but it is less "safe" (can muck up breeding, might not affect puppies). Use omissions instead!
Like in other parts of the file, you can add variations here. Like docked and natural-tailed variations etc. We will discuss variations later though, so I'll leave it for now.
If you scroll down a bit you will find [Paint ballz] This is a fun section!
The first bit, included in all petz, are the pawpads. Usually the only thing you want to change here is the colour. That is the 6th number. Once again, we've been given a nice list of instructions on what each number means!
;base ball diameter(% of baseball) direction color outlinecolor fuzz outline group texture
Now that you've gone through Move, Addballz and Linez, this should be a piece of cake! I'll just translate the list, the rest you should be able to figure out on your own by now! ;)
1. Base ball
2. Size (written out as percent of the base ball. 60 would be 60 % size of the base ball, for instance)
3. Position left/right
4. Position up/down
5. Position backward/forward
7. Outline colour
9. Outline thickness
If you want to add paintballz,
like a blaze, you can just add them in. Mess around with the numbers and see
what you get! Remember that all spots are round, so if you want a certain shape,
you'll need to use several paintballz to achieve it. If you want to make it easy
for yourself, you can copy paintball variations from other breeds and simply
paste into the breedfile you're currently working with. For instance, you can
copy spots onto a great dane or mutt patches onto a bulldog!
If you want more info on paintballs only, I have a seperate tutorial here.
You might notice a little
section called ;individual variation in some breeds. This is a fun bit! This is
where the dalmatian spots, mutt patches and chihuahua patches all are located!
Variations can be complicated but are easy if you know what you are doing. I
will try to explain as well as I can. Variations can be put in virtually any
part of the file. You can put them in eyelids, in default scales, in addballz,
# means "Start variation"
## means "Stop variations"
A letter, such as .B, means that this variation is locked, that it is only found on a special colour etc. For instance you can lock variations so that white dogz have brown patches and brown dogz have white patches. We will get to that later.
To make the variation show up properly, this is what it must look like (Also, again, remember, NO EXTRA BLANK LINES! If you leave in those, the program will think that this section of the file is finished! I've also included a little explanation on how the program sees variations.
Do NOT include the red bits when hexing, they are just there to help you right now ;)
#3 - This is the third variation
#2 - This is the 2nd variation
#1 - This is the 1st variation
## - The variation set ends here
I have written Variation Info. What I mean is that you paste in ALL the paintball info for that ball, like the position balls, the colours etc. I just write "variation info" because it's easier for both of us to see what I mean! I will also write "variation info" and similar things when I explain other variation types, but keep in mind you will need to enter numbers, not letters, to make it work.
If you want one variation to come without paintballz, like one variation that doesn't have chest patches, leave one variation empty. Then the game will stick with the default - no patch. If you want to add more variation sets, just start on the new line below and add them in - you can add as many as you wish!
Color Info Override
After the paintballz we find the individual variation. Well, you and I have already gone through how variations themselves work in Paintballz, so you should understand how it works here as well! First number is Ballz number, 2nd is colour.
So if it says "52, 35" it means "Head ball - black". See?
Sometimes there are one or two more numbers included. The 3rd number is Group and the fourth is texture. If you want to make brindle dogz or tabby catz you can fiddle with this, but for "normal" variations you usually just type in the first two numbers.
Remember to leave one variation slot empty! It can look like this:
See that I made an empty variation at the top? What the file does is that it looks to see what you've included in the breedfile, and make those changes. Like if the original base ball is black and is listed as red in the 2nd variation, the program will make it come out as red sometimes. If a ball is left out, the program will use the default colour. This is why we leave an empty variation - this is the basic color in ballz info! If we don't add this, the dog will never come out in its "real" colour!
Also, important to keep in mind is that if you've added any extra addballz, you need to include them here as well! Just type in the extra numbers... Like if you've added ballz with the numbers 89 and 90, type in something like:
Just like any other ball!
If the file you're hexing has no variations, you can copy them from a breed that does, like the chihuahua or great dane. The only thing to keep in mind is the addballz! Try it and check if any of the dogz still come out with un-coloured areas, and make sure you've added the extra addballz. Different breeds have different amounts of addballz so you will need to check. The easiest thing is to copy/paste one variation and make sure it works fine, then copy/paste and make new ones from that one.
A neat trick is to create
several variation sets. That way you can make many extra variations without much
extra effort. We can take my hamiltonstövare version 2 as example. It can come
in dark or red brown. But it also has different amounts of white. If I wanted to
do it the hard way, I would add many dark brown variations with different
amounts of white on the legs, and just as many red brown ones. It would be
insane! Instead, I have 2 variations, one for each main colour of the coat. The
hamilton always has a black back, so I've not included the back when I wrote the
variations (ie, the belly is not listed in Color Info Override since it's always
the same as the default colour). Under the variations, I have added more slots.
(dark brown variation)
(default red brown variation)
;white on forelegs
(a little white)
(a lot of white)
(default medium amount)
;white on hind legs
(a little white)
(a lot of white)
(default medium amount)
Do you see how this works? Basically, the game begins by picking one of the two coat colours. Then it picks one of the amounts of white on the forelegs, and then one of the amounts of white on the hind legs. This results in a large bunch of possible variations! Plan beforehand what you intend to include for variations and you'll save time and work!
You can also lock variations.
For instance, let's say we have a file that includes black, brown and white
dogz. We want them to have matching eyelids. Now we are going to tell the game
that black eyelids should only come up on black dogz, brown on brown dogz and
white on white dogz.
In Color Info Override, your variation set will look something like this:
Like you can see, I've left the white slot empty (in this case, the ballz in Ballz info were white, so it is the default colour). I've also included little ;text bits to make it easier for me to remember which variation is where. See the letter at the top? Letters lock. Now everything in the file that is a three variation set that begins with A will be locked to each other.
Now we will add in Eyelid Colour. Basically, do the exact same thing there, write #3.A and add white eyelids, brown eyelids in #2 etc. The only thing to keep in mind, really, is that the variations must come in the same order. If brown was variation #2 in Color Info Override it must be variation #2 in Eyelid colour to match, and so on.
You can lock all variations. You can make brown dogz come out with extra fuzz, chest patches and shorter legs than white dogz, if you would want to. Try playing around and see what you get!
There are also other Overrides, besides Color Info. The most common one is Outline Color Override. The coloured parts of a petz' eye is actually the iris outline! But you can also add overrides for fuzz, ball size, linez... These sections works exactly like the ball color override. You can add the section if it's not in the file. They are also easy to understand. If you for instance add in an Outline Color Amount, the first number will be ball # and the second will be colour. If you add Ball Size Override the first number will be ball # and the second size, and so on.
The next interesting thing in the file to look at is the Textures list. Now we're pretty close to the bottom of the file!
In the dalmatian file the Texture List looks like this:
A texture is the well, texture behind a petz' colour. If you look at petz you can see that they aren't completely smooth. The scottie has a scruffy texture, the dalmatian has a smooth one etc. Maine coons have textures too, but theirs aren't transparent like most breeds. The brown coat of the maine is a texture showing through the fur!
If you remember, we've talked about texture in addballz, paintballz etc, and they are included in the ballz info as well. In most cases, the dog uses about 2-3 textures. In this case the first texture is plush.bmp and used on the ears and eyebrows. The 2nd is hair10.bmp, a smooth texture used on the rest of the dog. There are sections for texture in for instance Paintballz and Addballz. You can change the texture in those sections by chasing the listed number (if texture is listed at 1 in addballz, they will use texture #1 and so on). When textures are listed they can be counted starting with the number 0. So the texture at the top (plush.bmp in this case) is #0, the second is #1 etc. You will need to list the correct numbers for the right effect. If you use a too high number (like writes 5 when there are only four textures used) the game will crash.
There are several things that we can do now. The number 1 can be changed. The number has to do with transparency and colours. Remember the trusty colour list? If you change the number to 0 the texture will not be transparent at all but fully visible. If you change it to 65, any orange in the texture will be transparent. Change it to 35 and any black in the texture will be transparent etc...
There are many cool textures to try, a few common ones are:
wizard.bmp - (Change
transparency to get stars and moons on the pet)
Hair6.bmp (Change transparency to 65 to get a brindle dog)
hair3.bmp (The scottie texture)
Plush.bmp (A popular texture that gives the dog a glossy look if you keep it at 1)
You can also use a texture that you make yourself, but there are a few things to keep in mind!
1. It must be a 256-colour
2. If you make it for Petz 5 it must be 32 x 32 pixels or these multplied (like 64 x 64 etc)
3. Place it in the Resource\Dogz folder. This is optional but the most common and easiest. Of course, a catz texture is placed in the Catz folder.
4. You must change the path in the breedfile. If you made a texture named mine.bmp and it's in the Resource\Dogz folder, the full path will be Resource\Dogz\mine.bmp.
Remember to change the number after the path as well if you want something special.
This section won't affect your normal weighted petz, however, this is where you decide how fat/skinny the pet will look when it's over- under underfed! Most of the time, you don't touch this area at all, but if you want, you can play around with it. The first number is the ball number, the second is what size it will be at when the pet is underweight, the third number what size the ball will be when the pet is overweight.
Like you might have noticed, all PF.Magic breeds have different pictures in the AC. Not just the picture itself varies, but also how the pet is standing. The B+W shorthair has angry eyelids, the great dane has its head turned to the side and so on. In Headshot, you change what the pet will look like in the little picture that you see when you want to adopt a pet. Note that changing the headshot won't affect the AC pic directly, but you can use it to get unique pictures for the AC. It is a pretty easy section to understand. The most fun number to play around with is the "Frame Number". Change it, bring out a pet and press "Adopt" and see what the pic looks like! Just change the numbers around and see what you get!
This is the main part of the file. The ballz info is where the basic hexpainter will work, changing colour. It is where all the base balls are liisted, the head, paws, tail etc. You're familiar to the way they ballz work by now I assume, so I'll basically just give you the list of what each # is ;)
;col outCol spklCl fuzz otlntTyp sizeDif group texture ball#
2. Outline colour
3. Speckle colour
5. Outline type
9. Ball number
You can change most of these, but most of the time you ignore everything but colour, (possibly) outline colour, fuzz, size and texture. Do NOT change the ball number! Another bit that is often confusing is the eye - bear in mind that the coloured bit of the eye is actually not the colour but the outline colour! So look for L and R iris and change the 2nd number to change the colour of the eyes, don't touch the iris or eye colours - If a ball colour is listed as 244 you usually don't want to change it.
Fur Color Area, Fur Markings
These have to do with how colours breed in 2nd gens.
It looks something like this:
[Fur Color Areas]
; (1-4, 5 - jowls)
;FurColorTrait ballWithBaseColor colorAreas
1 48 0, 1, 2, 3, 4
; e_GroupType_Normal == 0, e_GroupType_BodyArea == 1, e_GroupType_Primary == 2, e_GroupType_Paw == 3
; groupType, balls/paintballs which logically constitue a single marking (if e_GroupType_BodyArea replace entire area, used esp. with dog ears)
3 9:0 10:0 11:0 13:0 33:0 34:0 35:0 37:0 44:0 45:0 46:0 36:0 20:0 21:0 22:0 12:0
1 28, 29, 30, 83, 85, 87
1 4, 5, 6, 82, 84, 86
Like the list under Fur Color
Areas tells us, the first number is the trait (ie which #), the second is the
base ball it should pick its colour from, and the third is which groups should
use this trait.
Let us say, for instance, that I have hexed a breed that is tan with a black saddle. In 2nd gens, I want the tan and black areas to inherit seperately. This will also mean that if the pet mutates, the saddle will mutate seperately from the rest of the body. I may then change the Fur Colour area to something like this:
1 48 1 ;saddle
2 52 2 ;main
Remember, the text bits is just there to help me! Okay, so here, I've told the game that everything that has group 1 should base its colour in 2nd gens on the belly ball. Everything in group 2 bases its colour on the head ball. This will also affect how petz are painted with the paintcan. Now all I have to do is run and change group in Ballz Info and addballz! No shortcut there.
Fur markings are very handy
indeed! It was Vickie of VPZ who learnt how to make paintballz that inherit
correctly with other parts of the pet and how to make patches that can mutate. I
will not go into it too much but this is the basic info for doing it:
First number is type, most of the time you want to use 2 which allows paintballz to mutate in colour. Second is the ball it should inherit/mutate with. Last is the actual ball. If there is a : and another number, it is a paintball. The game numbers the paintballz after the base ball, then which number it is. So the first paintball listed in Paint Ballz, located on the head, would be 52:0, the second is 52:1 etc. If you have used variations with different amounts of paintballz this can be tricky, so it's easiest to use the same amount of paintballz in all variations.
So say I stuffed a paintball on the neck of my saddled breed, that I want to breed and mutate together with the saddle. I could enter something like this:
2 48 54:0
This would tell the game "Spot that can mutate - mutate together with ball 48 (the belly) - the ball we are talking about is the 1st one on the neck". And so on :)
The puppy/kitten section is similar to the adult section. You can't change colours, outlines etc, but you can change extensions and ball size overrides. These will not affect the adult dog/cat, just the pup. Sometimes when you change a dog's ball sizes etc, it may look real ugly or weird as a pup/kitten. You can change the overrides and extension to make it look cuter while young :) Sometimes you see dogz that are smooth while young but grown long coats (feathers) over time. The secret is to put the feather addballz in the Ball Size Override in the puppy section and make them so small that they don't show. They will then grow larger over time on their own as the program gradually makes them larger to fit the growing rate. Clever, isn't it? ;)
If you've "docked" a dog by making the ballz -99 in Ballz info, but the pups have tails, check to make sure the tail ballz aren't listed in the Pup's Ball Size override. If they are, remove them. Or use omissions instead of making things -99 - much better!
Now we've gone over all the basics of hexing, congratulations! The rest are just little extras and fun bits that are fun to learn and use, as well as a little bit of troubleshooting. Congratulations, and good luck with your future hexing projects!
Changing AC picture
You can also change the picture of the pet in the AC. There is a good tutorial at Quasar, so I haven't included it here :) Remember that you can make unique AC pics by playing with the Head Shot!
One fun thing to do, or handy if you want to switch base breed when hexing, is to move one breed's info over to another file. It's very simple! Go to the adult part of the file (in dalmatian it's DM for instance) and copy everything from [256 eyelid color] and down to the bottom. DON'T copy the bits before the Eyelid colour. Then go to the breedfile you want to switch to, and replace all info starting with eyelid colour there with the info from the file you copied from. Then repeat in the puppy/kitten section, here copying from [Default Scales] and down. Let's say you copied the poodles info into the lab file. You will now have a lab that looks exactly like a poodle - or the other way around, a poodle that sounds and acts like a lab ;)
Imagine a breed that uses the poodle file and sounds like one, but poses and acts like a lab, as opposed to the switch above, were the dog will sound like a lab still. Impossible? Nope, this is fully possible! It's called a SCP change. Basically, it's a personality switch. As a little note, some parts of petz behaviour is file dependant, not SCP dependant. Only breeds where the scottie is the base file do the leg scratch, only sheepdog file based dogz are always trotters and so on. But most of the personality, including the way the pet poses, is found in the SCP. This is how you do the change:
1) First, open the file you want the personality from in LNZ Pro. Like if you want lab SCP, open the labrador. Right-click, and choose Save to File. Save it somewhere, name and place doesn't matter.
2) Now open the file you want to move the SCP to. Select SCP again, right-click and choose Replace from File and locate your saved SCP.
3) Click Save, and you're done!
Making a file non-overwrite
The newest version of LNZ Pro lets you do this automatically, click on File - Save as and follow the instructions :D
ResHack is fairly easy to understand and generally acts nicely, however it has been known to sometimes stop files from showing up in the game. This is usually solved pretty easily. Ok, look below and try and see what works! These questions only work for problems caused by ResHack and not you. If you forget a # somewhere or filled out somethint wrong, this troubleshooting won't help ;)
Problem: I can't save!
Answer: Make sure that the file isn't opened in another program, like Hex Workshop. Also make sure that there isn't a pet of the breed out, in the AC or adopted. If nothing seems to help, close petz and other programs and try again. If it still doesn't work, make sure the file isn't Read-only.
Problem: Help, the file isn't
showing up in the game!
Answer: Make sure that the file doesn't clash with another file (remove all other breeds in the folder and see if the shows up then).
Problem: The petz suddenly
look really really weird!
Answer: This seems to mostly happen to petz with large files. If the petz suddenly look like greyish "robots" or have weird appendages, look for empty lines in the file. I've seen them in the Eyelid color, addballz, linez, paint ballz and other individual variations, and ballz info, so look over the whole file ;) Delete the empty line/-s and you should be fine. Remember what I said - empty lines make the program think "finished" and should be avoided because they can seriously mess things up!
Problem: The irises and/or
eyes come out smaller in 2nd gens!
Answer: This happens sometimes when the ball sizes aren't "set up" right for 2nd gens. There is an easy solution. If the irises turn out too small in 2nd gens, make their size bigger by 1 in Ballz Info. The same goes for the eyes. Why it does this? It has to do with the game's default size overrides and quirks in 2nd gens.