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Popular Content

Showing content with the highest reputation on 06/20/2023 in all areas

  1. For a long time I hadn't figured out a reliable process but last year I finally perfected a good workflow after years of trying to figure out how to get around APE. I have copies of all of the zt1 animals' files in a large folder as a library, including their ai and pal files. I can make a new animals folder and copy that information. I then rename the ai file to a new codename .uca using the same number of letters as the old animal (ie bgiraff) and sometimes make a few quick, easy edits, such as the location or cost. I also make sure the pal file and folders are renamed. I use Jordan's Animal-Making Uber Tutorial as my first point of reference for any complex editing, although I also sometimes use the ais and ucas for other animals for reference, especially for habitat stats if I want compatibility. If I am doing a recolor, I often swap the pal right away with an existing zt1 animal. I can tweak it later if this isn't satisfactory, but it makes for a good starting place. Some of the giraffes use .pals from the camel and wild horse, for example. Once that initial uca coding is done, I use GrepWin to recode all of the internal files to point to the new .pal file. I check 'treat files as binary' so that when it edits the files that usually require hex editing nothing is messed up. This automates most of the coding process - it's a great program I highly recommend. I had no idea how much went into coding the .pal files beforehand since so many guides simply refer to APE. I usually run my first tests at this stage, and later on use ZT Studio to tweak the .pal file if necessary and to try to replace the icons and plaques, although I am still getting the swing of that. I've always been pretty anal about icons especially. Once all graphics are done, I work directly out of the ztd file instead of a folder. Thank you so much in advance! :)
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  2. Those giraffes look awesome!!
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