Open a clean BabyRez.dll and open your LNZ to WG.lnz
Changing Hair BMPs
Scroll down to more than half way and find the [Texture List] which 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 tidy this up we remove the bits we don't want, so that it looks like this:
[Texture List]
\art\autobuild\hair3.bmp 0
\art\autobuild\clear.bmp 1
\art\autobuild\cottonwhite.bmp 2
##
Note that I have changed the numbers at the end of each line. You should do this also.
Now that it is tidy you must note that any future hexies must have the BMP changed to the color you want. Simply using a code that relates to a "Blue Eyed, Brown Haired" won't work.
You should copy and paste a line underneath the cottonwhite line and the number on the end will be changed to 3. Which is the default number for hair color.
To use a game bmp the directory must always say \art\autobuild\name_of_bmp.bmp. A small list of these can be found on Milkshake at http://www.juney.co.uk/milk/tutorials/gamebmps.html.
To use a custom bmp that you or a member of the BC has created the directory, should universally be \resource\clothes\name_of_bmp.bmp.
For example if we use the "jf2" bmp found in The Milkshake Spa we would write it as follows:
[Texture List]
\art\autobuild\hair3.bmp 0
\art\autobuild\clear.bmp 1
\art\autobuild\cottonwhite.bmp 2
\resource\clothes\jf2.bmp 3
##
If we wanted more than one bmp it would be listed underneath the last bmp and the numbers would change in succession i.e. 4, 5, 6.
On your hair ballz the last number would get changed to the color you wanted. So one ball might be 3, another ball might be 4.
Skin Color
The first number which in the WG lnz should be a 45 is the skin color. You therefore change all of the 45 at the beginning of each body part to your preferred color. The easiest way to do this would be to copy and paste the [Ballz Info] area into notepad and "replace" all 45's with your new number. Remembering to scroll down and change body part 45 (eyebrow5L) back to 45 :P
However Ubi Soft decided to put two spots on the nose elsewhere in the lnz and your baby can look very silly if you forget the "Nose ballz".
You will see two 45's in this area, change these to your new color.
Now depending on how much you've changed the skin color you may need to change the eyelid color which, quite nicely, has it's own complete area and is utterly easy to change. You can experiment with colors to make it look good with your new skin color.
[256 Eyelid Color]
48
Eyelash Length & Color
There is an entire section dedicated to the Eyelashes at the very beginning of the LNZ file.
[Eyelash Info]
4, 5, 6, 5, 4, -1 eyelash lengths -- must end with -1
15 angle of side lashes (0 <-> 64)
50 spacing between lashes (0 <-> 100)
244 color
37, 39, 41, 43, 45, -1 left eyebrow (lashes drawn AFTER eyebrow is drawn)
38, 40, 42, 44, 46, -1 right eyebrow (lashes drawn AFTER eyebrow is drawn)
The 4, 5, 6, 5, 4 is the length of the eyelashes and it's best to ensure this is kept in symmetry. I.e. it could become 5, 6, 7, 6, 5. Please ignore the -1 and do not change it.
The 244 denotes the color of the eyelashes and this could be changed to a brown or dirty blonde to reflect the babyz hair color to make it look more natural. Or it could be changed to a bright color to reflect mascara.
The info after each line explains what each does and you can experiment to change the eyelashes.
Rosies
Find the area that is called [Paint Ballz] and scroll down a little way until you find the "rosy cheeks":
#1;rosy cheeks
8, 35 .2, .1, -1 46 -1 0 -1 -1 -1 0, 0
9, 35 0, .1, -1 46 -1 0 -1 -1 -1 0, 0
##
The 8 and 9 are telling the paint ball to be attached to those parts of the body, in this case the right and left cheek.
The 35 is the size of the rosies, you can change this to make rosies bigger or smaller.
The 3 numbers after this are the XYZ axis' which move the rosies around.
The 46 is the color of the rosy cheeks which can be changed to reflect skin tone.
We don't need to worry about the numbers after this!!!
To have rosy cheeks you must use a baby code that is described to have rosy cheeks.
To put rosy cheeks on a boy baby, you copy the above section and paste it over the two ## at the end of the [Paint Ballz] section in the boy lnz.
##
;
Ensure the ; is still at the end of the section.
Homework
Homework assignments are mandatory and failure to produce a piece of work will result in expulsion from the course.
Blanks are to be filled in however the dashes do not denote how many letters there are in the word.
Theory
1. What is the default directory for custom made BMPs?
2. What's the number of WG skin?
3. ________, ________ and ________ are redhead/ginger game bmps.
4. How many body parts are there?
5. What's the number that white babyz eyelids are to begin with?
6. Using the color chart think of three colors that would make realistic rosies on a white baby.
Practical
Create a pageant queen baby who has eyeshadow, mascara and blusher.
She may have dyed her hair for this occasion!