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Zoo Admin Forums > APE Tutorials > Mastermind's Recolor Tutorial |
Posted by: MasterMind Aug. 9 2003, 06:47 AM |
MASTERMIND’S ZOO ADMIN ANIMAL RECOLOR TUTORIAL By MasterMind Special Thanks to Krimmsun, Quivaz, and Nexus 6 This tutorial will tell you everything you need to know to make an animal recolor. This tutorial will guide you through the process that I used when making the Blood Panda. Each step will come complete with screenshots so that you can make sure you’re doing the right thing. If you have any questions about anything, you can PM me. You will need: APE (1.1 or 2.5) Winzip Paint or Paint Shop Pro (I recommend v7 or 8 ) |
Posted by: MasterMind Aug. 9 2003, 06:47 AM |
First, you must figure out which animal you are going to recolor. For this tutorial I am using the Giant Panda, but you can pick any animal you would like. In order to start working on your new animal, you must use the Animal Property Editor, or APE. Open APE, and on the main screen there should be a “start a new project” button. Click it, and then when the browse menu comes up, click on the animals folder and choose Giant Panda. |
Posted by: MasterMind Aug. 9 2003, 06:48 AM |
When you choose your animal, you will be shown the general properties screen, which has animal icons and basic information. Before you start working with APE, however, you must create the newly colored icon for your animal. In APE, go to the Animations screen by clicking the appropriate button in the corner. This screen has all the in-game animations for your animal. Scroll through the different animation sets by using the pull-down menu at the top, and find an animation that you think would make a good icon (sitting, standing, in a fun pose, etc.). Highlight that animation and then click the disc icon near the top of the screen to save it. Now you have an icon to recolor. |
Posted by: MasterMind Aug. 9 2003, 06:49 AM |
The uncolored icon will look like this. |
Posted by: MasterMind Aug. 9 2003, 06:50 AM |
You can color the animal any way you like. If you use Paint Shop Pro, you can use the colorize feature to change the animal’s overall color, but this only works if the animal is predominantly one color, or there is no white. Personally, I use Paint or Paint Shop to go pixel by pixel, because the icons are so small. In order to make it as realistic as possible, and not too cartoony, pick a basic color for each section, and then for shading, use variations of that color that are darker, but just dark enough that you can barely tell the difference. Use one for outline and really dark sections, one for dark sections, and one (the regular color) for the light sections. Here’s how the Blood Panda looked after I colored it. |
Posted by: MasterMind Aug. 9 2003, 06:51 AM |
These next few steps are optional, so if you don’t want to make an animal plaque, go to step 8. You can recolor an animal’s plaque in the same way that you colored the icon. The plaque is underneath the icon on the General Properties screen in APE. The only way to color the plaque is to screenshot APE and then isolate the plaque. You can also change the plaque background based on what habitat you want the animal to live in. Here is the file with blank backgrounds. |
Posted by: MasterMind Aug. 9 2003, 06:52 AM |
In order to change the background, open up your colored plaque in Paint. Outline your animal in a different color than what you used (yellow, neon green, or red works best). Also, color the space around your animal so that you have isolated it in a box. Here is a picture of how I did it. |
Posted by: MasterMind Aug. 9 2003, 06:52 AM |
Open up your outlined plaque and your blank background at the same time. You need to select your animal with the select tool. Make sure that you only have your outline color and your animal inside the box. Underneath your toolbar, there should be two buttons with shapes on them. Click the lower one, which sets the mode to transparency, and then right click on your outline color, which sets the transparency color. Copy your selected image. Then, switch to your blank background, make sure the transparency color is the same, and then paste. You must do all this to make sure that you don’t copy any of the background onto your new background. Here’s how the finished project looks. |
Posted by: MasterMind Aug. 9 2003, 06:53 AM |
Ok, now that you have your icon and plaque, it’s time to start working with APE. Open APE, and load your animal again. On the General Properties tab, click the folder icons next to the icon and plaque, and load your new ones. Then click on the main menu button in the upper left hand corner, and hit “Save Current Project”. Save your project, preferably to the Desktop. |
Posted by: MasterMind Aug. 9 2003, 06:54 AM |
Close APE, because now we have to edit your animal’s animations. Find your newly saved file (animalsname.ZTD) and unzip it. You should get only a folder called “animals”. Open it, and you will see a file with a number and a folder with a number. This number is your animal ID number, it will come in handy later (example: 39E54026). Click on the folder, and then click on the folder that starts with ic (example: icpanda). Inside that folder is a file called N.pal. This folder has your icon information. You need to make a copy of that file in the same folder, so now you have N.pal and copy of N.pal. |
Posted by: MasterMind Aug. 9 2003, 06:54 AM |
Inside the folder with the numbers is an animals.pal file (example: panda.pal). This file has the basic animation information on it. You need to rename the copy of N.pal file to this name, and then replace it with the copy of N.pal file. This makes your icon the basis for all the animations for your animal, so you don’t have to recolor each frame by hand. |
Posted by: MasterMind Aug. 9 2003, 06:55 AM |
After you have done this, rezip the “animals” and then rename it your animal. Reopen APE, and on the main menu, click “open an existing project”. Go to the folder where your .ZIP file is, and even though it doesn’t show up, start typing its name until it appears below the file box. Click on the name, and then click open. Your project reopens, and if you look at the animations section, all the animations have changed to fit your recolor. Congratulations. The hard part is done. (By the way, if the colors don’t turn out right, try replacing the N.pal file again. APE can be kinda fickle sometimes. Also, if you use white in your recolor, it messes up the colors.) Make sure that you resave as soon as you get the animations right. You can delete your old .ZTD, .ZIP, and animals file. Here’s how the finished product should look. |
Posted by: MasterMind Aug. 9 2003, 06:56 AM |
Now it’s time to edit how the animal acts. First, go to the general tab, which is in the bottom left corner of your screen. This is where you inserted your icon and plaque. Here you can edit basic data about your animal, including cost, animal family (best to leave this alone), abilities (don’t select new ones, because you will have to create new animations), whether or not the animal is social, and whether or not it needs a shelter. You can also customize the animal’s social and reproductive behavior. With reproduction, the game checks each animal at a certain interval. It is much like rolling a dice, as each animal has a chance of producing offspring at any given interval. The more intervals, the more chances to have babies. The higher chance, the better chance the animal will have babies at each interval. You can customize both these features how you wish. Offspring is the number of babies an animal will have in each litter. Baby to adult time is how long it will take for babies to reach adulthood. A higher number means longer time as a child. Finally, happiness threshold is how much tolerance the animal has for things it doesn’t like (bad exhibits, poo, wrong terrain, etc.) |
Posted by: MasterMind Aug. 9 2003, 06:56 AM |
Next, go to the descriptions screen, which is next to the Animations tab. Enter in the data, including the animal’s name, phrase, which is used sometimes in the game, and description. The tooltip is used when you hover your pointer over the animal during the game. Here’s an example of one. “Adopt a giant panda. Giant pandas live in small groups. Giant pandas subsist only on bamboo and live on elevated terrain.” You can make small modifications to this tooltip or name one completely your own. Make sure it starts with “Adopt a (Blood Panda)” |
Posted by: MasterMind Aug. 9 2003, 06:57 AM |
Next, click on the compatibility tab. This window lets you customize the types of terrain and plants that your animal will like. First, terrain. Each slider corresponds to a percentage. Adjust the sliders to customize the types and amounts of different terrain types for your animal. Each slider is a percentage, so they must add up to 100%, or the animal will not respond correctly in-game. Here’s a picture of the tab. |
Posted by: MasterMind Aug. 9 2003, 06:58 AM |
Next, other animals. Each group is a certain family of animals. Each slider represents how much happier your animal will become when a different animal is in the same exhibit. The meat icon will designate the animal as prey. |
Posted by: MasterMind Aug. 9 2003, 06:58 AM |
Next, foliage. You can choose which types of foliage will make your animal happy. Be sure to designate a few different types of foliage, each one with a different happiness level. Ultimately you need to choose a preferred foliage for the animal, which you will program the game to display. |
Posted by: MasterMind Aug. 9 2003, 06:59 AM |
The last compatibility to choose is habitats. This programs what type of habitats your animal will be most inclined to. As a rule of thumb, make sure that it likes the type of habitat that it will be in, and the type of habitat that it’s foliage comes from. If you don’t do either, there will be no way to make the sustainability rating go up in the game. Personally, I just put everything to zero except Bad habitat and large poo. That seems to do the trick. |
Posted by: MasterMind Aug. 9 2003, 07:00 AM |
NOTE: I will not cover the sounds or Behaviors tabs in this tutorial. For many recolors, they are fine the way they are, and you don’t need to mess with them. For help with these tabs, consult another tutorial. |
Posted by: MasterMind Aug. 9 2003, 07:00 AM |
The properties tabs are pretty self-explanatory. However, I will be explaining a few select sliders. On properties 1, Anger Effects details how mad your animal will get if one of the things on the sliders happens. The effects are up to you. |
Posted by: MasterMind Aug. 9 2003, 07:01 AM |
Properties 2 has many important sliders. Under Exhibit Variables, the # of rocks and # of trees sliders control just that. You can decide between a sparse exhibit or a forest for your animal. Amount of elevation is a percentage. As a word of advice, I would keep the Habitat Size to 100, as it helps with many things later on, when and if you try to submit your animal to different places (especially encyclopedias). |
Posted by: MasterMind Aug. 9 2003, 07:01 AM |
The habitat heading has many important sliders as well. Min and Max animals are pretty simple, it’s how many animals can be in an exhibit so your animal won’t complain. In the game, don’t put too many or too few in a exhibit, or you could have problems. Crowd size is the number of people your animal can handle around its exhibit. Density is probably the most important. Density is the amount of space each animal needs in its exhibit to be happy. For example, each Bengal Tiger needs 35 blocks of space. So if you’re making an exhibit and plan to have 2 tigers, you would need at least 70 spaces of exhibit. The density number gives you a good starting point for exhibit size. |
Posted by: MasterMind Aug. 9 2003, 07:02 AM |
Properties 3 has some other simple sliders. Make sure that you set a separate Attractiveness rating for both the adults and the babies. Babies can be accessed by clicking the baby panda icon in the top right corner. |
Posted by: MasterMind Aug. 9 2003, 07:02 AM |
Once you have done all your properties in APE, save your animal. Now it is time to edit the .UCA file. Unzip your .ZTD, and click on the animals folder. There should be a Wordpad file with letters an numbers. That’s what you want. There are a few things to edit in this file. I will go through them one by one. |
Posted by: MasterMind Aug. 9 2003, 07:03 AM |
cPrefIcon = Remember how you picked a preferred foliage in APE? You did, didn’t you? Well, this line picks the preferred foliage icon for use in-game. Here’s Quivaz’s list of preferred foliage icon paths. Acacia caffra Tree - objects/acacia/icacatSE/icacatSE Arctic Birch Tree - objects/arctbrch/SE/SE Arctic Bush - objects/arctshrb/SE/SE Arctic Grass - objects/arctgrss/SE/SE Bald Cypress Tree - objects/cypressd/SE/SE Bamboo - objects/bamboo/SE/SE Baobab Tree - objects/baobob/SE/SE Barnacles - objects/barnacle/SE/SE Beach Grass - objects/bchgrass/SE/SE Birch Tree - objects/birch/SE/SE Brittle Sea Star - objects/britstar/SE/SE Broadleaf Bush - objects/grshrub/SE/SE Cherry Tree - objects/cherry/SE/SE Chinese Fir Tree - objects/cfir/SE/SE Christmas Tree - objects/xmastree/SE/SE Clam Bed - objects/clambed/SE/SE Club Moss Shrub - objects/clubmoss/SE/SE Dawn Redwood Tree - objects/dawnred/SE/SE Deciduous Bush - objects/bush3/SE/SE Divercate Tree Coral - objects/dtcoral/SE/SE Elephant Ear Tree - objects/eleear/SE/SE Elephant Topiary - objects/tpele/icteleSE/icteleSE Elm Tree - objects/elm/SE/SE Eucalyptus Tree - objects/eucalyp/SE/SE Feather Duster Worm - objects/fdstworm/SE/SE Fern Bush - objects/fernbush/SE/SE Fire Coral - objects/fircoral/SE/SE Fir Tree - objects/fir/SE/SE Foxtail Palm Tree - objects/foxtail/SE/SE Gingko Tree - objects/gingkos/SE/SE Giraffe Topiary - objects/tpgiraf/ictgirSE/ictgirSE Globe Willow Tree - objects/willow/SE/SE Glossopteris Tree - objects/glossop/SE/SE Grass Tree - objects/grasstr/SE/SE Hard Quandong Tree - objects/hquandon/SE/SE Himalayan Birch Tree - objects/hbirch/SE/SE Himalayan Pine Tree - objects/hpine/SE/SE Horsetail - objects/horstail/SE/SE Japanese Maple Tree - objects/jmaple/SE/SE Joshua Tree - objects/joshua/SE/SE Kapok Tree - objects/kapok/SE/SE Kelp - objects/kelp/SE/SE Khejri Tree - objects/khejri/SE/SE Lepidodendron Tree - objects/lepidod/SE/SE Leptocycas Tree - objects/lepto/SE/SE Llala Palm Tree - objects/shrtpalm/SE/SE Lodgepole Pine Tree - objects/lodgpine/SE/SE Magnolia Tree - objects/magnolia/SE/SE Mangrove Tree - objects/mangrove/SE/SE Maple Tree - objects/maple/icmaplSE/icmaplSE Monkey Puzzle Tree - objects/monkpuzz/SE/SE Norfolk Island Pine Tree - objects/norfolk/SE/SE Orange Cup Coral - objects/cupcoral/SE/SE Orchid Tree - objects/orchid/SE/SE Pacific Dogwood Tree - objects/pdogwood/SE/SE Palm Tree - objects/palm/icpalmSE/icpalmSE Paper Birch Tree - objects/pbirch/SE/SE Pine Bush - objects/pineshrb/SE/SE Pine Tree - objects/pine/SE/SE Polar Bear Topiary - objects/tppbear/ictpbrSE/ictpbrSE Prickly Pear Cactus - objects/ppear/SE/SE Purple Sea Urchin - objects/urchin/SE/SE Quiver Tree - objects/quiver/SE/SE Rainforest Bush - objects/bush2/SE/SE Rainforest Fern - objects/bush4/SE/SE Red Gorgonian - objects/redgorgo/SE/SE Red Gum Tree - objects/redgum/SE/SE Rhinoceros Topiary - objects/tprhino/ictrhiSE/ictrhiSE Sage Bush - objects/sage/SE/SE Saguaro Cactus - objects/saguaro/SE/SE Sand Dollar - objects/sdollar/SE/SE Sargassum - objects/sargass/SE/SE Seaweed - objects/seaweed/SE/SE Sea Anemone - objects/anemone/SE/SE Sea Cucumber - objects/seacuke/SE/SE Sea Grass - objects/sgrass/SE/SE Sea Lettuce - objects/lettuce/SE/SE Sea Sponge - objects/sponge/SE/SE Sea Star - objects/seastar/SE/SE Sigillar - objects/sigillar/SE/SE 7094 Spiral Topiary - objects/tpspiral/ictsprSE/ictsprSE Spruce Tree - objects/wspruce/SE/SE Stove Pipe Sponge - objects/stovpipe/SE/SE Tall Grass - objects/savgrass/SE/SE Thorn Acacia Tree - objects/whtthrna/SE/SE Thorn Bush - objects/bush1/SE/SE Thornless Mesquite Tree - objects/tmesquit/SE/SE Thouarsus Cycad Tree - objects/cycad/SE/SE Trembling Aspen Tree - objects/taspen/SE/SE Tube Worm - objects/tubeworm/SE/SE Ulmo Tree - objects/ulmo/SE/SE Umbrella Thorn Tree - objects/umbacac/SE/SE Walchian Conifer Tree - objects/conifer/SE/SE Water Lily - objects/wtrlily/SE/SE Water Reed - objects/wtrreed/SE/SE Weeping Willow Tree - objects/weepwill/SE/SE Western Juniper Tree - objects/wjuniper/SE/SE Western Larch Tree - objects/glarch/SE/SE Western Red Cedar Tree - objects/wrcedar/SE/SE White Oak Tree - objects/woak/SE/SE Wild Olive Tree - objects/wolive/SE/SE Williamsonia Tree - objects/williams/SE/SE Yellow Cedar Tree - objects/westceda/SE/SE Yellow Fever Tree - objects/yfacacia/SE/SE Yew Tree - objects/yew/SE/SE |
Posted by: MasterMind Aug. 9 2003, 07:04 AM |
cHabitat = If you chose a different habitat for your animal than what it has, change this number now. This shows the icon for preferred habitat. Here is the list of habitat numbers. 9400 Savannah 9401 Grassland 9402 Deciduous Forest 9403 Coniferous Forest 9404 Boreal Forest 9405 Tropical Rainforest 9406 Scrub 9407 Highlands 9408 Tundra 9409 Desert 9410 Non-habitat 9411 Neutral Habitat 9412 Null Habitat 9413 Aquatic 9414 Bad-habitat |
Posted by: MasterMind Aug. 9 2003, 07:04 AM |
cLocation = This shows in the game what part of the world your animal is from. This is entirely up to you. Here are the location numbers. 9600 Africa 9601 India 9602 Siberia 9603 Southeast Asia 9604 Himalayas 9605 China 9606 South America 9607 North America 9608 Arctic 9609 Antarctica 9610 Eurasia 9611 Australia 9612 Asia 9613 Europe 9614 North Africa 9615 Pacific Ocean 9616 Eastern United States 9617 Western United States 9618 Neutral Location 9619 Null Location 9620 Triassic 9621 Jurassic 9622 Cretaceous |
Posted by: MasterMind Aug. 9 2003, 07:05 AM |
cPrefIconID = This is the icon to show your animal’s favorite type of foliage. Here are the foliage numbers. 7000 Acacia Caffra Tree 7001 Thorn Acacia Tree 7004 Wild Olive Tree 7005 Ulmo Tree 7006 Elm Tree 7007 Pacific Dogwood Tree 7008 Cherry Tree 7009 Lodgepole Pine Tree 7010 Palm Tree 7011 Maple Tree 7012 Fir Tree 7013 Pine Tree 7014 Mangrove Tree 7015 Elephant Ear Tree 7016 Bamboo Stand 7017 Eucalyptus Tree 7018 Foxtail Tree 7019 Hard Quandong Tree 7020 Thornless Mesquite Tree 7021 Yew Tree 7022 Birch Tree 7023 Western Spruce Tree 7024 Western Cedar Tree 7025 Western Larch Tree 7026 Trembling Aspen Tree 7028 Globe Willow Tree 7029 Joshua Tree 7030 Red Gum Tree 7033 Quiver Tree 7035 Japanese Maple Tree 7039 Prickly Pear Cactus 7040 Saguaro Cactus 7042 Llala Palm Tree 7048 Thorn Bush 7049 Rainforest Bush 7050 Deciduous Bush 7051 Rainforest Fern 7056 Yellow Fever Acacia Tree 7057 Baobab Tree 7058 Umbrella Thorn Acacia Tree 7059 Orchid Tree 7060 Tall Savannah Grass 7061 Water Lily 7062 Water Reed 7063 Grass Tree 7064 Paper Birch Tree 7065 Kapok Tree 7066 Weeping Willow Tree 7067 White Oak Tree 7068 Western Red Cedar Tree 7069 Chinese Fir Tree 7070 Himalayan Birch Tree 7071 Western Juniper Tree 7072 Himalayan Pine Tree 7073 Sage Bush 7074 Broadleaf Bush 7075 Pine Bush 7076 Khejri Tree 7077 Christmas Tree 7078 Pumpkin 7079 Snowman |
Posted by: MasterMind Aug. 9 2003, 07:06 AM |
cCompatibleAnimals = You already worked with this in APE, but if you want your animal to be compatible in exhibits with each other, you need to put in your animal’s number here. Don’t know your animal’s number? Look at the title of the Wordpad file you’re using. Also, you can make it compatible with other user-created animals just by getting those numbers. |
Posted by: MasterMind Aug. 9 2003, 07:06 AM |
cSuitableObjects = This has all the tree and habitat preferences you chose in APE< but there’s nothing about rocks. All the rocks are 9200 numbers, and you must manually replace these. Use the ones already there as a guide. The numbers underneath work just like the sliders. Don’t go over 15. Here are the rock numbers. 9200 Large Rock 9201 Large Rock 2 9205 Small Rock - Medium 9206 Small Rock - Small 9210 Highland Rock Formation 9211 Snowy Rock Formation 9213 Waterfall Rock 9215 Stone Ruins 9217 Jungle Rock 9218 Small Snowy Rock - Medium 9219 Small Snowy Rock - Small 9220 Large Snowy Rock - Medium 9221 Large Snowy Rock - Large 9222 Desert Rock 9223 Deciduous Forest Rock 9224 Large Highland Rock 9225 Coniferous Forest Rock 9226 Rainforest Rock |
Posted by: MasterMind Aug. 9 2003, 07:07 AM |
You also need to choose the type of shelter your animal needs. Be sure to pick a few different types, each with variable numbers, because you won’t be able to get some of the shelters right off the bat. The shelters are in the cSuitableObjects list, and they’re all 8100 numbers. Here are those numbers. 8100 Rock Cave 8102 Snowy Rock Cave 8103 Panda Cave 8104 Lean-to Shelter Small 8105 Lean-to Shelter Regular 8106 Lean-to Shelter Large 8107 Concrete Shelter Small 8108 Concrete Shelter Regular 8109 Concrete Shelter Large 8110 Wood Shelter Small 8111 Wood Shelter 8112 Wood Shelter Large 8113 Stable Small 8114 Stable Regular 8115 Stable Large 8116 Elephant Shelter Small 8117 Elephant Shelter Large 8118 Giraffe Shelter Small 8119 Giraffe Shelter Large 8120 Burrow Shelter Small 8121 Burrow Shelter Regular 8122 Burrow Shelter Large |
Posted by: MasterMind Aug. 9 2003, 07:08 AM |
Also, if the animal needs a toy, you must enter that in. Just make a new line in the cSuitableObjects list. Usually, though, you need to create an animation to use toys, so this might not be a good idea. Here are the toy numbers. 6100 Swinging Log Toy 6101 Small Monkey Bars 6102 Gorilla Climbing Bars 6103 Large Monkey Bars 6106 Swinging Branch Toy 6108 Small Lion Rock 6109 Large Lion Rock |
Posted by: MasterMind Aug. 9 2003, 07:08 AM |
Here are some other numbers for you to play around with if you would like to. I would advise against it, but you don’t have to listen to me… Scenery: 6002 Zoo Entrance 6004 Elephant Topiary 6005 Giraffe Topiary 6006 Polar Bear Topiary 6007 Rhinoceros Topiary 6008 Spiral Topiary 6009 Trash Can 6012 Iron Bar Fence 6014 Zoo Wall 6020 Unknown 6024 Fountain 6025 Bench 6026 Small Flowerbed 6027 Binoculars 6028 Small Flowerbed 6029 Small Flowerbed 6030 Small Flowerbed 6031 Large Flowerbed - Purple/Yellow 6032 Lamp 6034 Turtle Fountain 6035 Elephant Fountain 6038 Lion Statue 6039 Elephant Statue 6042 Bighorn Statue 6043 Zoo Map 6044 Duck Pond 6050 Snack Vending Machine 6051 Soda Vending Machine 6053 Metal Observation Area 6054 Stick Pole Observation Area 6058 Carnivore Chow 6059 Carnivore Chow - Empty 6060 Herbivore Chow - Full 6061 Herbivore Chow - Empty 6062 Poo 6064 Carnivore Chow - Half Gone 6065 Herbivore Chow - Half Gone 6066 Admission Booth Rt - Elephant 6067 Admission Booth Lt - Giraffe 6084 Exhibit Sign 6085 Picnic Table 6086 Wood Observation Area 6087 Metal Grate Observation Area 6088 Concrete Observation Area 6089 Rock Observation Area 6090 Large Flowerbed - Red 6091 Large Flowerbed - Yellow 6092 Metal Picnic Table 6093 Small Zoo Doo Developers Items: 6130 Tall Brick Building 6131 Short Wide White Building 6132 Tall Green Brick w/ Windows Bldg 6133 Building With Half Curved Roof 6134 Smaller 4x6 Building 6135 Dock 2x3 6136 Dock Middle Section 2x2 6137 Dock End Section 2x2 6138 Jeep 6139 Sedan 6140 Tractor Trailer 6141 Street Light 6142 Sport Utility Vehicle 6143 Telephone Pole - End 6144 Telephone Poles With Wires 6145 Van 6146 Water Tower 6147 Buoy Hmmm: 6310 Trash Buildings: 8000 Elephant Ride 8001 Carousal 8003 Gift Cart 8004 Hot Dog Stand 8005 Pizza Stand 8006 Ice Cream Stand 8007 Family Restaurant 8008 Single Bathroom 8009 Family Bathroom 8010 Japanese Garden 8011 Animal Theater 8015 Reptile House 8016 Aviary 8017 Primate House 8018 Insect House 8021 Burger Stand 8022 Drink Stand 8023 Gift Shop 8024 Petting Zoo 8026 Compost Building Paths: 9100 Asphalt Path 9101 Concrete Path 9102 Dirt Path 9108 Brick Path 9109 Sand Path 9110 Cobblestone Path 9111 Yellow Brick Road Fences: 9300 Plexiglass Fence 9301 Chain-Link Fence 9302 Concrete Fence 9303 Concrete Chain Fence 9304 Rock Wall 9305 Cast-Iron Fence 9306 Post and Rail Fence 9307 Brick Wall 9308 Picket Fence 9309 Decorative Hedge 9310 Low Hedge Fence 9311 Wooden Slat Fence 9313 Stick Pole Fence 9316 Low Plexiglass Fence 9317 Low Chain-Link Fence 9318 Low Concrete Fence 9319 Low Concrete Chain Fence 9320 Low Rock Wall 9321 Low Post And Rail Fence 9322 Low Wooden Slat Fence 9324 Low Stick Pole Fence 9325 Low Iron Bar Fence 9326 Post And Rope Fence 9327 White Fence 9328 Stick Pole Window 9329 Rock Window 9330 Woodslat Window Staff / Guests: 9500 Zoo Keeper 9501 Maintenance Man 9502 Tour Guide 9503 Man 9504 Woman 9505 Boy 9506 Girl |
Posted by: MasterMind Aug. 9 2003, 07:09 AM |
It would be safe not to mess with anything else in the .UCA file. When you are finished, save the file, zip up the animals folder, open it in APE, and then save it as a .ZTD, one last time, to your Zoo Tycoon Updates folder. The animal is now ready to go!! Do some in-game testing, and then send it to ZOO ADMIN! Thank you for using this tutorial. If you have any questions, feel free to PM me. This is the most advanced tutorial there is on recoloring animals, as it deals with the recoloring, and properties changes. If you just want to learn how to recolor, check out James 24’s tutorial, which can be found on this site. |