
Explaining about textures
-------------------------

First off, I'm going to show you how to do these the way I edit; I know 
this confuses some people, but I don't know how else to explain things.  
I always edit breedfile .lnz sections (which is the part we are all editing 
to make different colours, sizes, tattos, etc) by copying the .lnz out 
into a new file in the hex editor, saving it as breed.txt, and then editing 
it in Notepad.  When I'm done editing, I open it in the hex editor again 
and copy it back into the breedfile. The reason I do this is because I 
then see the .lnz exactly the way it was before the programmers compiled 
it into the .dog or .cat file -- it really _is_ a small text file, you 
see, and when you look at it you can see exactly what you're doing without 
having to laboriously count numbers in the hex editor.  So, hexing my way, 
here's the best I can explain it:

what you would see in the furfile - [Texture List] -- and [Ballz Info] 
sections are something like this (it will be slightly different for
each breedfile of course:

[Texture List]
\art\textures\jowl1.bmp        1
\art\textures\hair3.bmp        1
\art\textures\hair10.bmp       1

;FUZZ --> -1 = no outline, 0 = half outline, > 0 = outline thickness
;OUTLINE --> -1 = no outline, 0 = half outline, > 0 = outline thickness
;col  outCol spklCl fuzz otlntTyp sizeDif group texture ball#
[Ballz Info]
55,    244,     -1,    1,    -1,    -2,     6,    1     0   ;L ankle
98,    244,     -1,    1,    -1,     2,     3,    1     1   ;L eyebrow1
98,    244,     -1,    2,    -1,     1,     3,    1     2   ;L eyebrow2
98,    244,     -1,    1,    -1,     0,     3,    1     3   ;L eyebrow3
55,    244,     -1,    0,    -1,     0,     0,    1     4   ;L ear1

etc.  The above is exactly how it looks when you've got it into Notepad,
and as you can see there are columns with nice helpful headers.  What
you would do in order to make sure your own texture was in place,
then, is to put \resource\dogz\mine1.bmp in the texture list, and
then you want to also put what I call the "flag",  The flag is usually 
1, 0, 60 or 65, but it can be other numbers also (try experimenting)
and depends on the effect you want your bitmap to have.  0 makes the fur
opaque to your ball colouring and 1 makes it see-through so that the
colour takes on the texture.  60 produces a "brindling" effect.  So
let's say you have a furfile with a picture on it (such as one of
Jesse's "Tattoo" furfiles) and you want it to appear on the left hip.
Change the [Texture List] thus:

[Texture List]
\resource\dogz\mine1.bmp      65
\art\textures\hair3.bmp        1
\art\textures\hair10.bmp       1

Now, the first texture in the list is texture number 0.  This is always
the way thing are counted in the Petz games; see how the first ball
number is ball #0, which is the left ankle?  Well, in the same spirit,
the first texture in the [Texture List] is texture number 0.  So when
you want that texture, you need to make sure that the ball you want it
on has 0 in its texture column.  So, make sure that all the other ballz 
have texture number 1 which is hair3.bmp in this particular example, 
or 2 which is hair10, and in fact in my example the balls I've shown
already have it as 1:

;col  outCol spklCl fuzz otlntTyp sizeDif group texture ball#
[Ballz Info]
55,    244,     -1,    1,    -1,    -2,     6,    1     0   ;L ankle

See how the number in the "texture" column is already 1?  Right, now you
want to find the hip info:

55,    244,     -1,    1,    -1,      0,    6,    1    19   ;L hip

and change the 1 in the texture column to 0:

55,    244,     -1,    1,    -1,      0,    6,    0    19   ;L hip

And eureka!  A picture on the left hip :-)

Happy furfile-mixing!

Carolyn Horn
