To make a paintball tattoo in PWS: Go into "paintballz" by choosing it in the dropdown menu. Paintball tattoos are just designs made from multiple paintballz. Make sure the "select" button at the top is selected, than click on a ball that you'd like to build your tattoo on. (This doesn't necessarily have to be the ball you will be applying the tattoo on for the finished hex. A large ball like the hip, shoulder, or belly is best.) Click the "add" button at the top (it has a red heart with a plus sign on it), than choose the parameters for your paintballz like color, size, fuzz (how "fuzzy" the edges of the paintball appear), wether the paintball has an outline, outline size, outline color. Then you just make your tattoo design by applying multiple paintballz until it looks how you want it to. Once you're satisfied, click on the "save" button at the top (the last button with a pink heart and computer disk on it). Name the tattoo file what you want, then save. The tattoo is saved now, so you can apply it to other ballz or use it on other hexes. To use it again, just click the "add" button with the pink heart and plus sign on it, then click the link toward the bottom that says "click here to pick tattoo". Choose the which tattoo you want to use, and hit "open". You can then adjust the tattoo's size and position on a ball, then click "place" to add the tattoo.
When you're done placing the tattoo, you should texture and anchor it using LNZ pro. Here's how to do it:
To texture paintballz, just open the pet or breed file in LNZ pro (you can't do it in PWS), and scroll down to the paintballz section. There will be a bunch of lines, one for each paintball. The last number in each line is the texture of that paintball. If the paintball isn't textured, it'll have a -1. So to texture the paintballz, all you have to do is change that last number in each line to whatever the texture's number is. You can find the textures' numbers by looking at the texture list. It's at the top in a pet file, or toward the bottom near the ballz info in a breed file. (or you can look in PWS at the textures tab.) Textures are numbered starting at 0, and going up from there. So the first texture is 0, the second is 1, third is 2, and so on and so forth. So the texture list will look something like this:
\art\textures\plush.bmp 1 256 256
\art\textures\hair10.bmp 1 256 256
\art\textures\JOWL2.bmp 0 256 256
The art\textures part is the path, telling the game where to find that particular texture. These are all internal textures from the game, so they all have art\textures as the path. If the texture is external, added by a hexer, it'll have a different path, usually it's resource\dogz. the number after the texture's name is the argument, or transparency of the texture. 1 is totally transparent, 0 is opaque (showing the texture exactly how it is). Other numbers will tell the game what parts of the texture should be transparent. Like putting 60 or 65 for the argument on hair6 will give you brindle. Since most of hair6 is orange, putting 60 or 65 makes the orange parts transparent, allowing the darker browns to show up by themselves giving it a brindle look. That's basically how that works.
The 256 256 part just means the texture is a 256 color bitmap.
So you'd just count each texture, starting at 0 to find out which number to use to texture the paintballz. In my texture list above, plush is 0, hair10 is 1, and JOWL2 is 2. If I wanted to texture some paintballz with hair10, I'd put 1s at the end of each paintball line. Say my paintballz section looks like this:
48 26 0.842526 -0.230571 0.486813 42 -1 0 -1 -1
-1 48 26 0.799817 -0.323522 0.505594 42 -1 0 -1 -1
-1 48 26 -0.643092 0.143624 0.7522 42 -1 0 -1 -1
-1 48 26 -0.493103 0.196895 0.847397 42 -1 0 -1 -1
-1 48 26 -0.0624127 -0.902702 0.425716 42 -1 0 -1 -1
-1 I need to change the last number at the end of each line (the red numbers) to 1 instead of -1. It should then look like this:
48 26 0.842526 -0.230571 0.486813 42 -1 0 -1 -1
1 48 26 0.799817 -0.323522 0.505594 42 -1 0 -1 -1
1 48 26 -0.643092 0.143624 0.7522 42 -1 0 -1 -1
1 48 26 -0.493103 0.196895 0.847397 42 -1 0 -1 -1
1 48 26 -0.0624127 -0.902702 0.425716 42 -1 0 -1 -1
1 Now, I could also anchor my paintballz. This keeps them the right size instead or shrinking/growing as the pet moves. This is a must for intricate spotwork. You know when you apply some paintballz in PWS, but when you bring a pet out in the game the spots look different or too small? This can be solved by anchoring them. To anchor paintballz, all you have to do is add a 1 at the end of each paintball line after the texture number. Normally, there's nothing there. So if I wanted to anchor those paintballz that I just textured up above, I'll just stick a 1 at the end of each line so that it looks like this:
48 26 0.842526 -0.230571 0.486813 42 -1 0 -1 -1
1 148 26 0.799817 -0.323522 0.505594 42 -1 0 -1 -1
1 148 26 -0.643092 0.143624 0.7522 42 -1 0 -1 -1
1 148 26 -0.493103 0.196895 0.847397 42 -1 0 -1 -1
1 148 26 -0.0624127 -0.902702 0.425716 42 -1 0 -1 -1
1 1 (the blue numbers are the texture, the green numbers are to anchor the spot)
And that's all there is to it.