(Admin)Savannahjan Posted April 25 Posted April 25 Question: Could there be a hack or some such made to allow the game to accept more colors? It's such a pain to get a lovely scenery image ready to go and you get the dreaded 'too many colors' in Zoot.
Goosifer Posted April 25 Posted April 25 It would need much more than a hack. The game rendering engine would need to be rewritten in such a way that supports more colors, which luckily falls under the scope of what we're planning for OpenZT. I don't know how far we'll take color support though. At least I'd like the alpha channel to be supported. That alone should solve many of the 'too many colors' errors. 1
(Designer)HENDRIX Posted April 25 Author Posted April 25 Well, for most cases 255 colors do fine. The palette just has to be created carefully. Zoot I assume simply does not reduce colors at all when it encounters more than 255, but you can easily do so in external programs. 1
LapisLazuli77 Posted April 26 Posted April 26 Any advice to fix sprites getting clipped off the edge of the image?
Hawkkeye666 Posted April 26 Posted April 26 2 hours ago, LapisLazuli77 said: Any advice to fix sprites getting clipped off the edge of the image? Just move scene a little lower. Mark everything and move it like you would move a model.
(Designer)HENDRIX Posted May 3 Author Posted May 3 Incase any of you are interested, we have finally cracked the animation format of cobra engine games (Planet Zoo, Jurassic World Evolution 2), so rendering their models to sprites is now feasible. 1 3
Goosifer Posted May 3 Posted May 3 Congrats!! That means you have time for Zoo Tycoon modding again right ? haha 1 1
(Designer)HENDRIX Posted May 3 Author Posted May 3 30 minutes ago, Goosifer said: Congrats!! That means you have time for Zoo Tycoon modding again right ? haha You know the dreads of disassembly! I assume these modern optimized shader instructions I've dealt with are even meaner than the ZT1 stuff, and more obfuscated. I have a nice prototype of the anim decompression code but it goes wrong on a few cases, which means debugging, debugging, debugging... It was the first time ever I had to resort to disassembly and a debugger, and it's a total PITA, so kudos for doing that regularly for openZT and EMU stuff! 1
Goosifer Posted May 4 Posted May 4 Quote You know the dreads of disassembly! I assume these modern optimized shader instructions I've dealt with are even meaner than the ZT1 stuff, and more obfuscated. I have a nice prototype of the anim decompression code but it goes wrong on a few cases, which means debugging, debugging, debugging... Oh yeah absolutely. The benefit of disassembling ZT1 is how old the code is, so in some ways we don't have to deal with too many weird compression or encryption hoops. I've been dreading reversing any 3D game code though. The closest I've gotten is trying to update your BFB scripts, but I haven't ventured out of your notes yet to do my own poking. It would be cool to crack the object model structures. Anyway props to you too. Disassembly for 3D games, especially the newer ones in 64 bit, is not easy! 1
MrTroodon Posted May 8 Posted May 8 Okay so Im trying to port one of my JWE2 custom buildings, but I have noticed the tool does not apply the right colors to the SW and NW frames.
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