Click to show contents. Tutorials ranked on level of difficulty, 1 being beginner level and 5 being advanced.
Creating Addball Extensions (horns, antlers, wings, and more) Making addballz in Lnz Pro may be a tad more difficult and less visual, but it is more efficient and assures that your additions are evenly placed. Plus, in Petz Workshop, it can be hard to slide addballz exactly where you want them. Here are a few guidelines to follow when creating addballz in either program: - Do not base addballz off of addballz; it can cause issues with movement and, if you are making something symmetrical, like wings, you won't be able to easily duplicate it. - Try not to base addballz off main ballz that move around alot. Shoulders are not ideal for wings as it will cause the wings to move around too much, and not in the flapping way you'd like. The chest, belly, and head hold rather still and are good for extensions. - Try to keep things tidy in numbers; again, if you are making something symmetrical, this will make sure it is even. It will also be easier to acknowledge which addball you are working with. - Always refer to a XYZ chart (above) if you have not yet memorized it. - You can use Lnz Pro and PWS as companions; as you are editing in Lnz Pro, save and open in PWS to check how things are looking. It takes a lot less time than opening your petz game. Alright, so here is what a basic addball code looks like: bb, x, y, z, col, ocol, -1, fuzz, gr, ou, s, ba, -1, tex - Those left as -1 in the example you won't need to worry much about; these are speckle color and addgroup, which serve almost no purpose in Petz 3+. - bb is the base ball; use Lnz Pro's Ball Number List to choose a main ball to base your addball on, this will be the addball's anchor. - x, y, and z are the coordinates; refer to XYZ chart above for how to move them. - col and ocol are the color and outline color; choose from Lnz Pro's Ball Color List. - fuzz is how fluffy the addball is; 0 is not fluffy at all, bigger numbers mean more floof. - gr is the group, which is used for breeding and coloring the pet with the paintbucket; you can leave this as -1 if you don't want the color to mutate or deal with groups at all; match it with another group in [Ballz Info] if you want it to inherit with that ball. - ou is the outline thickness; -1 is no outline, -2 and 0 are side outlines, 1 is full outline, bigger numbers are thicker full outlines. - s is the ball size; size varies by what number you put in - big numbers are big, small number are small, negatives and 0 may or may not show up. - ba is the body area, similar to groups, just not for color, and anchoring; inheritance and movement. I haven't used this much myself, but I hear that it can be used to make wings flap or addball tails pass down without doubling the tails. The numbers you can use for this are charted under BodyArea Number Chart in Resources, credit to Butterfly Chaser and Carolyn Horn. - tex is the texture; -1 is no texture, 0 is the first texture on your [Texture List], and so on. |