Releases: AlexVDefi/rcpz-tools
Release list
rcpz-tools 1.3.0 - PZ Icon Maker and PZ Survivor Studio
This release splits the project into two separate desktop apps. Download whichever you want, or both. Each is a self-contained zip: unzip and run the exe, nothing to install.
PZ Icon Maker
PZ-Icon-Maker-1.3.0-win-x64.zip
The original tool. Point it at a mod and it renders each item's 3D model into a correctly named Item_*.png inventory icon at the game's isometric camera, on a transparent background. Live preview, per-icon tuning, weapon attachments, and a headless CLI for batch runs. No Project Zomboid instance, no Blender, no Python.
PZ Survivor Studio
PZ-Survivor-Studio-1.3.0-win-x64.zip
The desktop version of survivor.rcpz.tools, at full parity with the browser app. Build and dress a full survivor, equip weapons, play any of the game's animation clips, and export a still, sprite sheet, or looping GIF. The character and animation viewer that used to live inside the Icon Maker now lives here.
Because it is a native desktop app, it reads mods from anywhere, including installs under C:\Program Files, without the browser file-access restrictions. Optional sign-in and cloud sharing work the same as on the web.
Also in this release
- Item names now show their in-game display names from the game's translation files (vanilla and modded), with a per-item-name language picker.
- Mod discovery is layout-agnostic: point the mod source at
Zomboid/mods,Zomboid/Workshop, or the Steam108600folder and each picks up its mods. - The repository was renamed from
pz-icon-makertorcpz-tools.
pz-icon-maker 1.2.0 - modded animations & clothing
What's new in 1.2.0
Modded animations and clothing in the character viewer
- Custom
.glbanimations exported from Blender or Max now play upright and at the
right scale instead of tipping over and blowing up. A mod's own.glbclip retargets
onto the body like the vanilla clips do. - Modded clothing rigs -- chainmail, plate armour, helms, and other exported meshes --
now sit on the body and follow the animation. A rig whose root bones were renamed on
export is matched back up automatically. - Texture-only clothing -- wool pants, leather gloves and shoes, tunics, shirts, and
anything else painted onto the body rather than modelled -- now shows up. Higher-resolution
mod textures (512/1024/2048) no longer fail to composite onto the smaller vanilla skin.
Icon maker (contributed by jiizzy)
- Food-state icon variants -- automatically generate the Cooked, Burnt, and Rotten
inventory icons for a food item from itsIsCookable/DaysFresh, resolving a matching
model or texture variant. - Shared-mesh settings -- set framing and lighting once for every item that uses the
same mesh, instead of per icon. - Reworked preview -- an icon navigator panel, copy/paste settings between icons, "apply
to mesh" and "apply framing to all", a flip-Y texture toggle, and a details panel.
Download
Grab pz-icon-maker-1.2.0-win-x64.zip below, unzip, and run pz-icon-maker.exe. Nothing
to install. Click Game folder… once and point it at your Project Zomboid install so it
can resolve the vanilla assets mods reuse.
pz-icon-maker 1.1.0 - character & animation viewer
What's new in 1.1.0
Character and animation viewer
A new mode, opened with the Character… button in the icon window, renders a full
Project Zomboid character you can dress, arm, and animate:
- Build the character -- gender, skin tone, hair, beard, clothing (meshed, composite,
and static hats), and weapons or items held in either hand. - Animate -- browse the game's ~1,800 human and zombie clips in a searchable grid,
grouped into categories (Aim, Attack, Reload, Walk, Sneak, Sit, and more) and by actor
(player, Kate, zombie). Hover a thumbnail to preview, click to play, then scrub, loop,
and change speed. - Pose the shot -- orbit freely or snap to the game's isometric camera, turn the
character to any facing, and tune the lighting (ambient, key brightness and direction),
each slider with a one-click reset. - Export -- a transparent still, a sprite sheet, or a looping GIF of the current clip
(512px, auto-optimised to stay under 1 MB).
It uses the same asset resolution as the icon maker, so it renders the vanilla body,
clothing, and weapons your mod reuses, plus anything the mod adds.
Also in this release
- Held items follow the hand's prop bone and use the engine's own attachment logic, so a
weapon sits and swings the way the game holds it. - Per-slider lighting reset in the icon maker as well.
Download
Grab pz-icon-maker-1.1.0-win-x64.zip below, unzip, and run pz-icon-maker.exe. Nothing
to install. Click Game folder… once and point it at your Project Zomboid install so it
can resolve the vanilla assets mods reuse.
pz-icon-maker 1.0.1
Fixes mod folder resolution.
Point the tool at the mod folder — the one holding common/ and the version directories
(42.13/). It now reads both, exactly as the game does: the highest version directory wins,
with common/ underneath it. Assets living in common/ were previously invisible.
-
A version directory (
MyMod/42.13) still works, and now also picks up its siblingcommon/. -
Item and model scripts are read from every root; version definitions override
common/. -
Only
common/and version-named directories are considered, so a straymedia/folder or a
symlink to a game install is never pulled in. -
defaults.extraRootsgets the same treatment, so a cross-mod part resolves by pointing at that
mod's top-level folder:{ "defaults": { "extraRoots": ["C:/mods/HorseMod"] } } -
listnow prints the version directory andcommon/it chose.
Install
Download pz-icon-maker-1.0.1-win-x64.zip below, unzip, run pz-icon-maker.exe.
pz-icon-maker-cli.cmd in the same folder is the headless CLI.
Full feature list: see the 1.0.0 release.
pz-icon-maker 1.0.0
Render Project Zomboid 3D item models into inventory icons that look like they belong in
the game. Standalone: no Project Zomboid instance, no Blender, no Python.
Install
- Download
pz-icon-maker-1.0.0-win-x64.zipbelow and unzip it. - Run
pz-icon-maker.exe, pick a mod folder. - Click Game folder… once and point it at your Project Zomboid install, so vanilla
assets that mods reuse can resolve.
pz-icon-maker-cli.cmd in the same folder is the headless CLI.
What it does
- Matches the game's look — the isometric icon camera, the item shader (flat ambient +
one key light, alpha cutout, no shadows), and the left-handed mesh convention are all
reproduced offline. - Resolves assets by path, from the mod's own item/model scripts, exactly as the game
does. Mods can use any subfolders; nothing is matched by filename. - Weapon attachments — render an item fully assembled, e.g. a bicycle with wheels,
chain, pedals, basket and crate, or a sidecar with an animal in it. - Live preview at 32/64/128/256/512, all at true 1:1, over an adjustable backdrop.
Tune angle, framing and lighting; overrides save to the mod'sicons.config.json. - Batch generate one icon or a whole mod, at any sizes, into the mod as
Item_<icon>.pngor into any folder as<icon>_<size>.pngfor posters and promo art. .xmeshes are converted automatically via a bundled assimp.
Notes
- Windows x64. Rendering uses the GPU through a hidden window, so it needs a desktop
session; it is "headless" in the sense of no game and no visible UI, not a display-less
server. - Cross-mod parts (a part whose texture lives in another mod) resolve by adding that mod's
folder todefaults.extraRootsinicons.config.json. - Unsigned binary, so Windows SmartScreen will warn on first run.
GPL-3.0-or-later. Unofficial fan tool, not affiliated with The Indie Stone. Ships no game assets.