Parkasaurus

Parkasaurus

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Workshop for Parkasaurus
By Takiyah
How to start using Workshop with Parkasurus - A semi-useful guide
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Introduction
Hello! Welcome to the Parkasaurus Workshop Guide. This guide is a work in progress so please be patient while we work through and update the kinks. We hope some of you out their get the creative juices flowing!
Installing DinoModder
Unity Setup
In order to upload your workshop assets to Steam you'll need to have a copy of Unity and to get our DinoModder from github located: https://github.com/Smashlore/DinoModder

Install DinoModder as you would any other Unity Asset plugin:

  • Unity3D. Parkasaurus is currently using Unity 2018.2.21f1 and for best results, we recommend you use this version as well.
  • the latest Asset Editor package from the releases page.

Examples of Objects

We've included a bunch of example objects in the Assets/Resources/Sample folder as size reference and style guides. Here you'll find:
  • Dinosaurus from each family
  • Shop
    • Stores
    • Facilities
    • Decorations
    • Lights

When creating your own models please keep in mind that the triangle count will have an impact on the performance of the game. Be especially careful with props that are supposed to be "spammed" like plants, while "one off" objects like sculptures are ok to use a higher triangle count.

This is definitely a work in progress so please alert us to bugs as they appear. We are still working out the kinds with the more complicated mod support such as the dinosaurs.

Buildings
First - there is a pretty decent (if I do say so myself) tutorial video on creating buildings for Parkasaurus. You can find that video here:


With that said I'll repeat the information from the video in a more compact form.

  • Open Unity and install DinoModder
  • Create an empty GameObject and set the coordinates at 0,0,0
  • Set Tag: ZooThing Layer: Default
  • Add your desired mesh(s) as children to the parent object you just created; for example drag in “GiftShopWorkshop”.
  • Set children coordinates 0,0,0
  • Add the script “DinoAsset”
    • Name: The name of your building in game
    • Type: Select building
    • Price, Preview Image (must be a Sprite)
    • Grid Width and Length; this is the footprint of your building in game. Ensure these values are odd number (or your building will rotate wonky)
    • Set: What direction the placement arrows will point. This is usually the direction guests will approach the building. A path will appear on each direction you choose. If you want path on the entire footprint of the building then select “Path On All Sides”
    • Set: Item Price, and the result to the guests when they purchase from the building.
  • Add a Box Collider to the parent, ensure a portion of the collider extends past the base of the building into the ground. This is how our NavMesh sees the building
  • If you want to hang string lights to your building then add Box Colliders as children to the parent of your object and set the layer of these to ZooObjectRoof
  • If you want windows to light up at night then add the prefab “Window” as children to the parent of your object
  • If you would like to use the 4 colour system for your building when players open up the building info pane then assign the appropriate material. Duplicate the material “Balloon4ShopColour” and assign to your main mesh.
  • Make a Prefab out of your object
  • Open “DinoModder” found along the top menu bar in Unity then select “Make”
  • Set: Mod Count to the number of items in your Workshop package
  • Set: Name, Description
  • Drag in your Prefab
  • Save, Create/Update Mod. The workshop package should now appear on the main menu of Parkasaurus. At this point try out the building, or upload the building to the workshop via the “Upload” button.

Any questions or problems either visit our Discord channel or post on our Steam forums. Or better yet, make a better guide! :)

Decorations
Examples: Planter_Workshop_A, Planter_Workshop_B, Planter_Workshop_C



Follow the exact same steps as for Buildings except a few differences:

  • Set "Type" in the DinoAsset script to Decorations
  • Set Enrichment Amount (Tier1 or Tier2)
  • Set the Enrichment Range of the decoration item.
Dinosaur Skin
  • Using any dinosaur FBX import into a 3D modelling/paint program to create a skin texture. eg. Tric_Idle

  • Create a new material for your specific dinosaur and add the texture. eg. Tric_Workshop_Skin
  • Drag one of the "Starter" dinosaurs into the scene, eg. Tric_Starter
  • Select the dinosaur mesh on this new object, for Tric_Starter this would be the child object Triceratops_Mesh and replace the material on the Skinned Mesh Renderer
  • On the parent object adjust the values on the DinoAsset script
    • Set Name of your dinosaur species
    • Set Type to dinosaurs
    • Set Dinosaur Type to the dinosaur this new dinosaur will replace in game.
    • Set Dino Eye Color
    • Set Draw Eyes to true if you want the standard Parkasaurus big googly eyes, otherwise set to false.
  • Create a prefab from your instanced dino
  • Open DinoModder --> Make and add your dinosaur
Multiple Mods
I felt it important to make a section to cover what is required if you are planning to make MORE than 1 mod. Each mod "package" that you upload, whether it 1 item, or a collection of items, requires a unique modInfo.asset. Therefore, there are two options if you are going to upload a 2nd mod to the Parkasaurus workshop:

1) This to me is the easier option. Simply create a new Unity project, which you then can import the github package: DinoModderPackage.unitypackage. Easy!

2) The scarier option. Delete the file: Assets/Resources/modInfo/modInfo.asset. BIG warning, you delete all the info about your old mod and you won't be able to upload it to the same workshop item.

Hopefully, that makes sense! :)
12 Comments
Galliwasp 10 Jul, 2022 @ 7:13pm 
It's possible to add entirely new dinosaur species without replacing any of the in-game ones, isn't it?
MrTroodon 1 Jul, 2022 @ 10:48am 
Is there any guide on how to remplace the dino meshes with our own?
Mr. Greenways 12 Jul, 2021 @ 12:57pm 
Hi, how do I add a thumb nail image to a steam workshop mod?
👽𝕳𝖆𝖗𝖕𝖆𝖝👽 15 Aug, 2020 @ 10:42am 
Thank you so much for this guide! This brings back happy memories of the original Zoo Tycoon's APE program! :alphys:
Kudung Mayit 16 Dec, 2019 @ 1:14am 
i already tried creating simple box for 1 mod in unity but it's shown as multiple mods in Parksaurus UI. is it a bug?
Kudung Mayit 14 Dec, 2019 @ 5:13pm 
Nice!!
Crocalu 21 Jun, 2019 @ 9:52am 
Eyo, creating a new unity project, downloading a new github package, importing that package, making and uploading a mod, STILL overwrites my original mod. As far as I can see I have to rewrite the entire description now
sweety predator 27 May, 2019 @ 11:49am 
if i want to make skin am i forced to use Unity ?
Crocalu 27 May, 2019 @ 6:14am 
"the latest Asset Editor package from the releases page." what do you mean?! I don't understand :'(
shaaaakyt 25 May, 2019 @ 6:23pm 
How do we upload the mod to the workshop? Where do I insert the files?