For easy reference, I'll put a link to the most recent version here.
Distribution is currently exclusive to Zoo Tek Phoenix and my GitHub pages.
- Windows 7/8: install MS .NET Framework 4.5 (alternatively 4.6 or 4.7)
- Windows 10: the MS .NET Framework 4.5 (alternatively 4.6 or 4.7) are installed by default. You're most likely fine.
- ZT Studio @ GitHub
Use: After installation, your first job should be to hit the [Settings] button and to change the path to whatever you'd specify as your working folder / root path (=the folder you'd specify in Zoot. Subdirectories can be: 'animals', 'objects' ...).
You'll also find some how-to's under the Wiki section on the GitHub project.
Build 2017.06.03 looks like this. I thought it was time to add a screenshot so people just following this thread can see how it's progressed.
All information below is from the original first post. It also contains out of date screenshots, so you can see how it all started.
I actually wanted to find out how you could properly replace colors in user created buildings, so I started researching the format again. Thanks to notes by MadScientist (creator of Zoot) and Jay, I managed to figure out most stuff. Apparently, it won't be a first to have downloads where you can choose the color (think building roofs), but this tool should make it a lot easier to generate such content.
Anyhow, here's a screenshot of a few evenings of work (mainly figuring out how the graphic files in ZT1 actually work). Right now, it's limited to reading/rendering those images. But, it does the job better than APE and Zoot. Here's a rendered version of the restaurant, for example. Try that in APE, Zoot... It's not possible. I think I also managed to add support for a rare file format, which is used for some submerged animations (ssurfswi for dolphin for example).
As you can see, you see the main color palette.
There's also the possibility to just open a color palette - it shows you the palette in a small window. Or open a color palette and replace certain colors in the main palette (right of the screen). As you can see, I changed the roof color to red already (default it's gray + blue) by just selecting a color palette. There's also an option to set up quick access to a folder with 8-color palettes, and one with 16-color palettes.
You can easily change the background color as well. And when you move over a pixel in the image, it will show you the coordinates of that pixel, the color (R,G,B) values, and the index the color has in the palette.
- creating ZT1 graphics.
- an easy way to create buildings with color replacement possibilities
- adjusting "rotations" (offsets) for all frames in 1 ZT1 graphic file
- batch export: select a folder, all ZT1 graphics will be converted to PNG-files: " view_SE_0001.png " (1 PNG per frame in each graphic)
- batch import: select a folder, a ZT1 graphic file will be created from each PNG-file (based on filename, see 'import')
Unlikely, but possible:
- more general content creation. In that case, you would select any object from the ZT1 universe. Only the necessary files would be copied from the original game and not messed up. Characteristics would be described as easy as possible (as far as we know about how they work) and you would also be able to see in which files the characteristic is used (so you have some sort of reference). It would also contain a way to find out if you have the "perfect" exhibit configuration, using the rules I've set for my Animal Antics-project.
Edited by jbl89, 03 June 2017 - 03:07 AM.