UROTSUKI'S SUPER KAWAII AVATAR GUIDE
nnnn





ok so this is an avater guide 4 worlds.com poeple so if ur not frm worlds pls go ty
THIS GUIDE WILL HELP THE STUPIDEST OF THE STUPID TO UNDERSTAND THE BASICS OF AVATAR MODDING





    fgdfgsdf
               dio
             ok




FIRST OF ALL we will examine every bit of the code of an avatar, we will be using my Ratboy Genius avatar
avatar:dude.0EC_YT4bfyC_RC_BC_WRc0cJaKe0eYe0eXaMaOaUaVaLc0cWd0dId0dBc0cPdSnnnGdudeNaGmouseHaSaNa0b1b2a3b.rwg
alrite


f           
avatar:, if you have a regular 3d avatar it can be, avatar:(name).rwg, so like avatar:jim.rwg is jim avatar
but then if you want to mod more of it... you have to put avatar:(name).0E(code).rwg
the (name) will use the animation for that avatar, and any body part you haven't specified will be replaced by it (like vwbug, which is no animation or still movement)
0 always starts the code of an avatar, if you dont have it you will be the default avatar name or willy maybe,
E is the start of the textures you will use, C_Y is the default for yellow, T4bfy is the 4th texture(T) for the bfy group. it can go T1aaa-T9aaa-T9zzz, T4bfy is the transparent texture meaning when using it, where you put it nothing will show up there
C_R is the default for red, C_B blue, and C_W white.
           C
            _A black        
            _B blue         
            _C brown        
            _D red orange   
            _E pale pink    
            _F bright green
            _G green        
            _H dark blue    
            _I blue purple
            _J light blue
            _K dark pink
            _L light green
            _M pale orange
            _N dark grey
            _O orange
            _P pink
            _Q purple
            _R red
            _S burgundy
            _T teal
            _U light grey
            _V violet
            _W white
            _X golden yellow
            _Y medium yellow
            _Z light yellow
(C stands for Color)
also, you can use the RGB value, -, 0-9, a-z, A-Z, and +, meaning - is black, and + is white, 0-9 get lighter to white( now gray), a-z lighter to white, A-Z is lighter, which all add up to 64, -(1) + 0-9(10) + a-z(26) + A-Z(26) + +(1)=64. you can mix and match these colors, like C--Z being blue, Cfff being dark grey, etc. (i actually haven't really played around with these that much, and this might be hard to understand)
next we have, Rc0cJaKe0eYe0eXaMaOaUaVaLc0cWd0dId0dBc0cPd (well lets just pretend we dont have the numbers in there, the 0s) so RcJaKeYeXaMaOaUaVaLcWdIdBcPd. this is where we put in the textures. the first textures we put it after 0E, will be a-z. a being the first one, yellow, b being the second one, T4bfy (transparent), etc.
so then... what are the capital letters? they represent body parts.
P   pelvis (or whole body)
B     back                 <-- front and back of abdomen
N       neck
H         head
L       lfshoulder         <-- left upper arm
M         lfelbow          <-- left forearm
O           lfhand        <-- left hand
R       rtshoulder         <-- right upper arm
U         rtelbow          <-- right forearm
V           rthand       <-- right hand
I     lfhip                <-- left thigh
J       lfknee             <-- left calf
K         lffoot          <-- left foot
W     rthip                <-- right thigh
X       rtknee             <-- right calf
Y         rtfoot          <-- right foot
Z     tail
so then, the Pd, would make the pelvis a blue color, because the fourth texture listed(a[1st], b[2nd], c[3rd], d[4th], etc.) is C_B, or blue.
and then the right arm, Rc, would be C_R, or red, and Ke would make the left foot white, etc.
and then, we have the numbers.... which represent limbs. if a part of your avatar isn't a color even when you put it on the body part it's at, you need to put a 0(letter) after it and it will fill the remaining place. then a 1, 2, 3, etc. an example is the wolf head which goes up to like 20, because of its set of teeth.
also, if you put two different letters, like Pca, itll flash between the third and first textures
now then... a specific part...
===================================SIZE===============================
PdSnnn, we have.Snnn?
S stands for size(actually it stands for scale lol), and then three letters represent, lowercase makes you smaller, capitals make you bigger.
S000 wont do anything at all, Saaa makes you like 1% smaller, SAAA 1% bigger, Szzz very smaller, and so on
so Snnn would make you however smaller... also after P would be your whole self smaller, but it can go after any body part or limb (number)
SZZZ does not make you bigger. it was banned for being too big for some reason, so use SXXX
so S000, Saaa-Szzz, SAAA-SYYY (dont use SYYY because SXXX looks more symmetrical or something)
so then... why are there THREE letters? well,
first letter represents width, second height, third length (width and length are switched sometimes)
so then one Z or two Z's wont be banned, but three are.
SaaZ will make you stretch more out from your chest, SZaa will be the other way and make you fatter
Saaz put 4 times or so will make you flat, Szaa will make you flat the other way
SaZa will make you stretch higher, Saza will flatten you
 lower
Also nobody knows why it does this, but SZZZ seven times makes you lay flat on your back. (considering this and all above was done after, P, your whole body, but you can do it on specific body parts and limbs too)
nex







t we have PdSnnnGdude
GDUDE
G i think stands for Group, not sure, anyways Gdude means it will use the dude avatar part for that body part. (next we have Gmouse after N, so it uses mouse head(H) and neck(N))
like, if you wanted the dude guy, but a different avatar animation, avatar:dude.rwg, you add avatar:dude.0EPGdude.rwg, and then replace dude with the avatar of your choice (like kangaroo, which will give it a different moving and standing animation, without the Gdude after P, it would be a kangaroo instead of the dude avatar) so avatar:kangaroo.0EPGdude.rwg

then you can put this after any body part, so if you wanted a penguin arm, do Gpenguin after L(left arm) or R(right arm), or both


some avatars dont work when you choose them, youll be invisible, so to be one like alien do avatar:dude.0EPGalien.rwg or whatever replaced with alien, like bik or motorx
you can put a number after the G too, to put a specific body part. like if you wanted a head instead of a skeleton arm after R(right arm), you would do RG4bones, because 4 would represent the head, not the arm. and you can play around with this... like putting G7kangaroo for a kangaroo leg after your head(H) instead...

with this you can put different things on your avatar, like my ratboy genius WITH SUNGLASSES avatar.


avatar:dude.0EC_YT4bfyC_RC_BC_WRc0cJaKe0eYe0eXaMaOaUaVaLc0cWd0dId0dBc0cZbSaaNSaNaG4bunny0b1b3b4bPdSnnnGdudeNaGmouseHaSaNa0b1b2a3b.rwg
we have ZbSaaNSaNaG4bunny0b1b3b4b, which has to be between two other body parts for it to work and not get in the way of the others, Z is never used so you can put extra stuff onto there.(the tail)

so then, it would put the HEAD (G4) of the energizer bunny onto ratboy's head, and since b(T4bfy)(2nd texture) is transparent, Zb, 0b, 1b, 3b, 4b, all of these will not be shown (the parts of the bunny) except 2 which is the sunglasses. since the default color for them is black, we do not need to specify. and then the size (S) SaaN and SaNa to match the head.





i think we a
r

r             e done with the ratboy avatar, so now move on to some things not in the avatar used in the example





 ========================delays(D)==================,
this is how they make avatar's faces blink, we will use a random example...
avatar:dude.0EC__C__C__C__C__C__La0cMaOaRa0cUaVaWa0eXaY0aIa0eJaK0aBc0bPeNS000GroundmanQHDgT2roundmanT3T2T1Q0c.rwg note the HDg.

delay is different then putting two small letters to flash between textures.
HDgT2roundmanT3T2T1, this means every so seconds(g) it will stay at T1, but then flash through T1, T2, and T3 of roundman, which the textures are made to look like it is blinking.
after D delays can be 0-9, a-z, and A-Z. smallest 0 and biggest Z.also you can flash through specific textures with a delay like, DbT1uraDbT2uraDbT3ura, and so on, flashing to each one every how many seconds b represents. (you can put these delays anywhere, not just your face/head(H).


i think were done with delays now...
last one






=====================QUOTES==========================================
fuck these fucking things, i dont even know why we have them, but fuck



so you should NEVER use quotes(Q), well you will never need to, but an example from above is...

NS000GroundmanQHDgT2roundmanT3T2T1Q0c
S000 doesn't even do anything i dont know why its there
the first Q shouldnt even be there, nothing even happens when you remove it, same with the S000


the second Q... has a purpose

if you take the Q off, your face gets messed up, but removing the 0c fixes it. also in this case you dont even need the 0c, since it's the same default color (the back of the head), also i didnt make this avatr but this is what happens when you put a head on from the metomorphic gallery.

so then... Q seperates what was before it, because if you remove it it will think T10c is one thing, and then the face will appear orange because there is no T10c as a texture, but it will still "blink" through the other textures. like i said before though, taking off the 0c and Q makes it stay the same, so you dont even need to do that. worlds just trying to look professional, i guess.





ummmmm i think im done with this avatar guide, so yeah.... i know this was probably absolute shit and you didnt learn anything from it, so if you have any more questions ask me on worlds (Urotsuki). this is made to be like this, no grammar and words misspelled, because while worlds tries to look professional and everybody else in their guide, big words and stuff make it hard to understand.