A free object and loot editor that runs inside DayZ on your PC. Everything it makes works on PC and console (Xbox, PlayStation) servers: object spawner files, loot and events. Nothing it offers needs a mod on the server or on your players' machines.
Public beta. Things may still break between updates, and a project may not open in a later version. Keep a copy of builds you care about, and tell us what breaks.
- Place, move and rotate objects on Chernarus, Livonia, Sakhal and Nasdara
- Find anything in the catalog, paint with brushes, group objects into files
- Edit loot: what spawns where, how much, and how long it stays
- Build together: several people edit one project live, each in their own game
- Save to local projects, your own collaboration server, or dzbot
Get it: Steam Workshop · Guide: dzbot.de/creators/studio · Talk to us: #dzstudio on Discord
Inspired by the awesome DayZ Editor. If you come from it, the keyboard shortcuts will feel familiar. DZSTUDIO is its own code base, written from scratch.
DZSTUDIO and the DayZ Editor cannot run together: both take over the main menu and the same keys. With both enabled, DZSTUDIO stays off and says so; disable one of them in the DayZ Launcher.
The core of DZSTUDIO only knows the scene (projects, groups, objects), operations as the one way to change it (which gives every change undo, redo and live collaboration for free), events, settings and a UI frame to hang menus, panels, tools and shortcuts into. Everything else is a plugin on the same public API: the camera, selection, the move and rotate handles, snapping, the catalog, brushes, the panels, every file format and every place a project can be saved to.
The plugins that ship with DZSTUDIO use nothing a plugin of yours could not use. Your own mod can add tools, panels,
file formats or storage the same way: depend on dzstudio in your config.cpp, put
[DZS_RegisterPlugin(MyPlugin)] in front of a class derived from DZS_Plugin, and it is loaded with the rest.
The shipped plugins under dzstudio/Scripts/*/dzstudio/plugins/ are the best examples to read. A guide for plugin authors
is on its way.
| Path | What |
|---|---|
dzstudio/ |
The mod as it is packed into @dzstudio: config.cpp, Scripts/, gui/, data/, licenses/ |
tools/brush/ |
The script that builds the shipped brush sets (dzstudio/data/brush-sets.txt) from the game's own model list |
tools/dzpbo.py |
Packs, signs and verifies the PBO like AddonBuilder and DSSignFile, without DayZ Tools |
tools/steam_guard_code.py |
The Steam Guard code for the Workshop upload in CI |
workshop/ |
The Workshop page: title, description, preview, logo, mod.cpp, change notes |
keys/ |
The public key the Workshop build is signed with |
You need DayZ on Windows (Steam) to run it; packing works anywhere with Python 3.
- Pack the folder
dzstudio/intodzstudio.pbo:python3 tools/dzpbo.py pack dzstudio <out>/@dzstudio/Addons/dzstudio.pbo(AddonBuilder from DayZ Tools works too:AddonBuilder.exe <repo>\dzstudio <out>\@dzstudio\Addons -packonly -prefix=dzstudio) - Copy
dzstudio/licenses/next toAddons/in@dzstudio. - Copy
@dzstudiointo your DayZ folder and startDayZ_x64.exe "-mod=@dzstudio" -nosplash -skipIntro -noPausefrom there, with Steam running. DZSTUDIO opens instead of the main menu.
The Workshop build is signed with our own key; a build of your own is not, which does not matter for the editor since it never joins a server.
The build workflow packs every push and pull request. On main, a version in dzstudio/config.cpp that has no
v<version> tag yet is signed, uploaded to the Steam Workshop and tagged. The Workshop page comes from workshop/;
the change note from workshop/notes/<version>.txt, or the commit subjects since the last tag when there is none.
Issues and pull requests are welcome — see CONTRIBUTING.md. Contributions are accepted under the
Developer Certificate of Origin (sign off your commits with git commit -s).
DZSTUDIO is licensed under the Mozilla Public License 2.0: changes to the files of this repository stay open, while plugins and mods that build on DZSTUDIO may use any license.
Bundled third-party files keep their own licenses, which ship in dzstudio/licenses/:
the fonts Barlow, Barlow Condensed, Bebas Neue and JetBrains Mono (SIL Open Font License 1.1) and the
Lucide icons (ISC). DayZ and its data are © Bohemia Interactive; DZSTUDIO reads them from your
own installation and ships none of them.