Add Clothing Part 1: The File
By Brittney

Let's start by opening up a clothing file in LnzPro.

In LNZ Pro, Go to File -> Open.

Find your Clothes folder and open up the file you want to hex (it should have a .clo extension). I will be using Pink Bow Hat.clo.

Once your file is open, there should be a menu on the left. The top option should be CLZ. Click on this and you should get the following:

[Add Clothing] refers to the fact that you are making a clothing item that has its own add ballz

Hat refers to the type of clothing item it is. A baby can only wear one item of each type at a time. If you have a conflict between two clothing items, you can switch one of them to a new type. (I've started switching all of my glasses to an EarringL type so that they don't conflict with skirts)

There are a few item types that were coded into the game that were left unused which are handy for reducing conflicts. EarringL and EarringR are two that are good to use.

Line five is the texture that is used in the file. You should save your texture file as a bmp in 256 colors in the Clothes directory in the Resource folder. Then, change the texture name to \resource\clothes\yourfilename.bmp

The textures are numbered starting with 0 just like in the baby file. Say you want to use three textures in a file. The first would be 0, the second would be 1, and the third would be 2.

Let's look ahead to line 8 now.

90 103 85 -1 -1

The 90 and 103 can be used to scale the item. Increasing the 90 increases the size of the scale while increasing the 103 decreases the ball scale (makes your item smaller).

The other numbers are not important.

Now, let's look at line 10. This line describes the base of your item and it will be the origin. By changing the coordinates of this ball, you can move the whole clothing article. This will look very similar to a line of hair code because the idea is exactly the same.

-63 0,-86,-70 221 50 1 0 1 42 0

The -63 describes the ball on the baby that your item is attached to (63 is the head).
The 0 is the x-coordinate relative to the base ball (Left and right)
The -86 is the y-coordinate relative to the base ball (Up and down)
The -70 is the z-coordinate relative to the base ball (Depth)
The 221 is the color of the ball if no texture is used.
The 50 is the outline color.
The 1 controls the fuzziness.
The 0 I'm not sure about.
The 1 is the outline type.
The 42 is the size
The 0 is the texture number.

Let's move on to line 12.

0 50,20,3 221 55 0 0 -1 19 0

Everything here is the same as in line 10, only the 0 in the first column means that the add ball in line 12 is attached to add ball in line 10. Just leave this first column as 0 and you'll be fine.

The add balls in the file are numbered starting from 0, which means that the base ball is number 0, the add ball in line 12 is 1, the add ball in line 13 is 2, etc...

This is important for linez, which are used in the next section of the file.

Take a look at line 20:

1 0 0 -1 -1 -1 100 40 0

The 1 in the first column is the starting ball for the line (this is the add ball from line 12)
The 0 in the second column is the ending ball for the line (this is the base ball from line 10)
The 0 in the third column controls the fuzziness of the line.
The -1 in the fourth column is the color that the line will be. If set to -1 (as it is here), the line will use the texture. Otherwise, it can be set to a color from the color chart.
The -1 in the fifth and sixth columns controls the outline color of the linez. If set to -1 (as it is here), the line will use the texture. Otherwise, it can be set to a color from the color chart.
The 100 is the starting thickness of the line. 100 means it is the thickness of the starting ball (this is the add ball from line 12). Making it a larger number increases the starting thickness while decreasing makes it skinnier.
The 40 is the ending thickness of the line. 40 means it is less than half of the thickness of the ending ball (this is the base ball from line 10).
The 0 I'm not completely sure of. I usually set it to either 0 or 1.

On the menu on the left, click on RCData.

There isn't much of interest here, except for the ID number (15028), which must be changed in order to prevent the bow from overwriting the original game file. This will be explained later.

On to: Add Clothing - Part 2