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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.


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