Adding More Textures to Hair
By Stevie

The texture list in an lnz file looks like this:

[Texture List]
\art\autobuild\hair3.bmp 1
\art\autobuild\clear.bmp 0
\art\autobuild\cottonwhite.bmp 0
;Hair color/textures 2
#6
\art\autobuild\B_Blond1.bmp 0
#5
\art\autobuild\B_Orange1.bmp 0
#4
\art\autobuild\B_Orange2.bmp 0
#3
\art\autobuild\B_Blond1.bmp 0
#2
\art\autobuild\B_DarkBrown1.bmp 0
#1
\art\autobuild\B_LtBrown1.bmp 0
##

To add more textures, the first thing that you need to realize is how the textures are numbered.

\art\autobuild\hair3.bmp 1

Is texture 0.

\art\autobuild\clear.bmp 0

Is texture 1.

\art\autobuild\cottonwhite.bmp 0

Is texture 2.

And all of the hair colors?

Those are texture 3.

The key to adding more textures (and saving a lot of time as a hexer), is that you do not need to have all the hair color variations there. Once you know what hair color youíre after, you can make the texture list look like this:

[Texture List]
\art\autobuild\hair3.bmp 1
\art\autobuild\clear.bmp 0
\art\autobuild\cottonwhite.bmp 0
\art\autobuild\B_Blond1.bmp 0
##

The baby youíre hexing will now have blond hair, without you having the mess with all of the color variations. This also makes it easier for you to see that the hair color is texture 3.

To add more textures, all you need to do is add another line to the texture list.

Example:

[Texture List]
\art\autobuild\hair3.bmp 1
\art\autobuild\clear.bmp 0
\art\autobuild\cottonwhite.bmp 0
\art\autobuild\B_Blond1.bmp 0
\resource\clothes\polka1.bmp 0
\resource\clothes\stevie2.bmp 0
##

You now have added two more textures. Polka1.bmp being texture 4 and stevie2.bmp being texture 5.

Hexing a baby using this added textures is very simple. Take for example if I wanted polka1.bmp to be the babyís bobble color.

The top of the lnz file tells you that in the [Add Ball] section that all of the numbers in the rows of information mean this:

base x y z color otlnCol spckCol fuzz group outline ballsize bodyarea addGroup texture

As texture, is the last category listed, you know the number you will be looking to change is the last number in the row of information.

63, 65, -60, 0, 46, 244, 0, -1, 0, 2, 30, 8, 0, -1,
63, 90, -80, 5, 10, 244, 0, 0, 0, 0, 50, 8, 0, 3,
63, 110, -60, 10, 10, 244, 0, 0, 0, 1, 40, 8, 0, 3,
63, 105, -40, -2, 10, 244, 0, 0, 0, 1, 35, 8, 0, 3,
63, 113, -30, -5, 10, 244, 0, 0, 0, 1, 23, 8, 0, 3,

Normally a bobble is not textured, hence the texture being negative -1. To make it textured, all you have to do is change the number to the texture you want. In this case, 4.

63, 65, -60, 0, 46, 244, 0, -1, 0, 2, 30, 8, 0, 4,
63, 90, -80, 5, 10, 244, 0, 0, 0, 0, 50, 8, 0, 3,
63, 110, -60, 10, 10, 244, 0, 0, 0, 1, 40, 8, 0, 3,
63, 105, -40, -2, 10, 244, 0, 0, 0, 1, 35, 8, 0, 3,
63, 113, -30, -5, 10, 244, 0, 0, 0, 1, 23, 8, 0, 3,

Voila! You now have a baby with a textured bobble.

And if you wanted to make textured base hair, you would scroll down to whatever hair section you were working with (in my case, 2.B, orange side ponytails)

This is in the paint ballz section, so the file tells you that the texture will be the 11th number you are looking for. Since itís hair, it makes sense that the texture number would be 3.

#2.B;Hair- orange side ponytails 63, 50 .2, -1, -.5 10 -1 6 -1 -1 3 0, 0
63, 60 .2, -1, 0 10 -1 6 -1 -1 3 0, 0
63, 60 .2, -1, 1 10 -1 6 -1 -1 3 0, 0
63, 60 -.8, -1, .5 10 -1 6 -1 -1 3 0, 0
63, 60 .8, -1, .5 10 -1 6 -1 -1 3 0, 0
63, 80 0, -.0, 1 10 -1 4 -1 -1 3 0, 0
63, 50 .8, -.5, .3 10 -1 4 -1 -1 3 0, 0
63, 50 -.8, -.5, .3 10 -1 4 -1 -1 3 0, 0

Since you want two-toned hair, you would not want to change all the 3ís to 5ís (or whatever texture number youíre working with), just a few.

#2.B;Hair- orange side ponytails 63, 50 .2, -1, -.5 10 -1 6 -1 -1 3 0, 0
63, 60 .2, -1, 0 10 -1 6 -1 -1 5 0, 0
63, 60 .2, -1, 1 10 -1 6 -1 -1 5 0, 0
63, 60 -.8, -1, .5 10 -1 6 -1 -1 3 0, 0
63, 60 .8, -1, .5 10 -1 6 -1 -1 3 0, 0
63, 80 0, -.0, 1 10 -1 4 -1 -1 3 0, 0
63, 50 .8, -.5, .3 10 -1 4 -1 -1 5 0, 0
63, 50 -.8, -.5, .3 10 -1 4 -1 -1 3 0, 0

Andddd, youíre done! Textures work the same way throughout the file. Make sure you check the beginning of each section ([Add Ball], [Paint Ballz], [Linez], and [Ballz info]) to discover which number is the texture.

Happy hexing!