Post by ℓacey ☀️ on Jan 23, 2024 12:57:18 GMT -5
hi friends! this is a tutorial on how to do the actual hexing part of hexing a playscene. hexing a playscene is actually quite simple outside of the part where you actually have to edit and design the playscene haha!
LNZ pro
first, make a backup copy of the original playscene that you will be editing and save it in a safe, separate place.
after you have done that, open the playscene you are editing (the one in the area folder) in LNZpro. expand the + sign next to BMP and navigate to the second option, which should just be the name of the playscene. right click on that and select "replace from file".
when the browsing box comes up, select the file of the image you wish to replace the playscene with, and save. if you go to that room in game, it should now show your scene instead of the game scene! (please note the image needs to be a 256 color bmp as per usual)
if everything looks perfect, congratulations, you have made an (overwriting) playscene! if you have intended the playscene to be overwriting, then you are done!
however, you may notice that some areas, such as the windows, the fireplace in the living room, the slide in the backyard, and others may not change with the rest of the background. that is because you need to change the sprites for those items!
tinker
open the playscene in tinker, and select the sprite you wish to replace. for example, here you can see the window sprite from the living room.
select export for each sprite, and then save the image in a spot you'll be able to find. now, you can open that image in your image editor and replace it with whatever you want to show in that spot instead. then, select import and choose the one you made to replace it with.
once you have finished replacing all the needed sprites, your playscene should look how it is intended in game!
making your playscene non-overwriting
if you want your playscene to not overwrite one of the game playscenes and instead be accessible separately in the petza menu, there are a few more areas you will need to change in LNZ pro, which i have circled in the images below.
first, rename the file to whatever you want it to be. i normally call mine "playscene name by lacey" (for example "spring garden by lacey" as you see below) so people can find and identify it easily in their folder.
in the RCData section, change the display name to match the file name, and the ID number.
in the "String List" section, specifically the section which says "63", change the two lines i have arrowed to match the filename/display name. do not change the third line.
finally, before testing your non-overwriting playscene, make sure you have put the original playscene back in the area folder so the game can find it again! (otherwise the game may crash)
and that's it!
typically if i'm making a playscene that falls into the categories of the main room (for example if i'm making my own family room but it is still a family room) i will make both an overwriting and a non-overwriting version so people can choose if they want to have it all the time or always use petza to find it!
LNZ pro
first, make a backup copy of the original playscene that you will be editing and save it in a safe, separate place.
after you have done that, open the playscene you are editing (the one in the area folder) in LNZpro. expand the + sign next to BMP and navigate to the second option, which should just be the name of the playscene. right click on that and select "replace from file".
when the browsing box comes up, select the file of the image you wish to replace the playscene with, and save. if you go to that room in game, it should now show your scene instead of the game scene! (please note the image needs to be a 256 color bmp as per usual)
if everything looks perfect, congratulations, you have made an (overwriting) playscene! if you have intended the playscene to be overwriting, then you are done!
however, you may notice that some areas, such as the windows, the fireplace in the living room, the slide in the backyard, and others may not change with the rest of the background. that is because you need to change the sprites for those items!
tinker
open the playscene in tinker, and select the sprite you wish to replace. for example, here you can see the window sprite from the living room.
select export for each sprite, and then save the image in a spot you'll be able to find. now, you can open that image in your image editor and replace it with whatever you want to show in that spot instead. then, select import and choose the one you made to replace it with.
once you have finished replacing all the needed sprites, your playscene should look how it is intended in game!
making your playscene non-overwriting
if you want your playscene to not overwrite one of the game playscenes and instead be accessible separately in the petza menu, there are a few more areas you will need to change in LNZ pro, which i have circled in the images below.
first, rename the file to whatever you want it to be. i normally call mine "playscene name by lacey" (for example "spring garden by lacey" as you see below) so people can find and identify it easily in their folder.
in the RCData section, change the display name to match the file name, and the ID number.
in the "String List" section, specifically the section which says "63", change the two lines i have arrowed to match the filename/display name. do not change the third line.
finally, before testing your non-overwriting playscene, make sure you have put the original playscene back in the area folder so the game can find it again! (otherwise the game may crash)
and that's it!
typically if i'm making a playscene that falls into the categories of the main room (for example if i'm making my own family room but it is still a family room) i will make both an overwriting and a non-overwriting version so people can choose if they want to have it all the time or always use petza to find it!