Flat 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 White Socks.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:

[Flat Clothing] refers to the fact that you are wrapping the texture directly around body parts

Socks 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 9 now.

2 219 216 1 -1 1 0 0

The 2 refers to the body part that you are wrapping the texture around. In this case, 2 is the arch of the left foot.

You can get a complete list of body part numbers at DRN here:


This is a super handy list if you want to experiment with making your own clothing files. Looking at other lines in this section, 3 is the arch of the right foot, 64 and 65 are the heels, etc...

The 219 refers to the color the ball would be if you did not apply a texture. Sometimes for things like glasses, I use colors off the hexing chart rather than a texture. To do this, switch the last number (0) to -1.

The 216 refers to the outline color of the ball.

The 1 in column four controls the fuzziness.

The -1 refers to the outline type. I'm not completely clear on this one, but I do know that the game has different pre-programmed outline types. I usually just play around with this a bit until I'm satisfied.

The 1 in column six controls the size of the ball. You can make it bigger than the base ball by increasing this number. I make the elbows on my sweaters a little bigger to make the sweaters look fuller and puffier.

I'm not sure about the 0 in column seven, I just leave that alone.

Finally, the 0 in the last column refers to the texture. If you are using more than one texture, you would change this to call the texture you want.
For example, if you want to use the second of your textures, you would switch this last column to a 1.

On the menu on the left, click on RCData.

There isn't much of interest here, except for the ID number (15103), which must be changed in order to prevent the socks from overwriting the original game file. This will be explained later.

On to: Flat Clothing - Part 2