Parkitect

Parkitect

Customize your parks!
Share your track and scenery blueprints, and grab a couple that catch your eye. Find new parks to explore and show the world your own.
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Exilyth 154 28 Apr, 2019 @ 7:37pm
Getting started with modding
The parkitect asset editor for unity is available at https://github.com/Parkitect/ParkitectAssetEditor/wiki

Ok, here is how it works:

Get unity hub and a unity ID:
1. download the unity hub setup from https://store.unity.com/download?ref=personal
2. install unity hub
3. start unity hub
4. if you do not have one already: create a unity ID (user account) and verify "your" email
5. log into that unity ID in unity hub

Install unity:
6. choose 'installs' on the left side
7. locate and click 'add' on the right side
8. choose correct version of unity (see parkitect asset manager site - currently, the required version is Unity 2017.4.23f1)
9. click install
10. pick components needed
11. wait while this ***** takes ages to install

Create and configure unity project:
12. choose 'projects' from the left side in unity hub
13. choose 'new' from the top right
14. create a new project using the required version of unity in a location of your choice
15. wait for unity to load
16. go to Assets > Import package > Custom package
17. select the unitypackage of the parkitect asset manager
18. click import
19. wait for the import to finish

Create parkitect asset editor project:
20. Select Window -> Parkitect Asset Editor
21. Pick 'new project'
22. Choose a unique mod name

Create custom asset(s):
23. create asset using 3d modelling tool of choice (e.g. I use blender)
24. import your mesh as a game object into unity
25. drag the object into the Parkitect asset editor window
26. follow https://github.com/Parkitect/ParkitectAssetEditor/wiki to set type and custom properties
27. repeat from 23 until all objects you want added are imported
28. hit 'export asset bundle' in the parkitect asset editor window
29. pick location and wait until export is complete

Test custom assets:
30. The created assets should automatically show up the next time parkitect is started
31. Plop down multiple of the asset and check if the asset works properly.
32. Plop down the asset together with some vanilla assets to check e.g. if walls work right when used together.

Uploading to the workshop:
33. Start a game - any park will do
34. open 'content manager' from the pause menu
35. select the tab 'mods'
36. press the 'share' button on your asset pack to begin uploading
37. wait for upload to finish
38. add images of the assets and a detailed description explaining the contents of the asset pack.

... and that's it. Happy Modding!
Last edited by Exilyth; 28 Aug, 2019 @ 7:44am
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Showing 1-6 of 6 comments
Exilyth 154 30 Jul, 2019 @ 2:50am 
I made a simple doorway:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1818534373
I'll have to fix the positioning and material before releasing it to the workshop though.


Ok, after UV unwrapping and UV mapping my asset with the palette texture and after exporting it as a .obj mesh with a .mtl for the material and importing it into unity, I got an error in Parkitect about unity being unable to handle the material. Just an .obj without material worked fine though.

So I went and exported as .fbx - now custom colors work and the mesh is positioned correctly but the orientation of the mesh is wrong:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1819753552

I set the rotation to 90° in unity but since that didn't carry over to parkitect I'll have to go and rotate the mesh before export.

Going back into blender and rotating the mesh -90° around the X Axis fixes the orientation and the asset now works properly:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1819828901

Now I'll just need to create some fitting doors.



Protip: The origin of the mesh is the point where the little placement circle appears once the object is ingame. Walls f.e. have to be centered but offset by 0.5 units so they're on the edge of the tile when the placement circle is in the center of the tile.

Also, the default colors are (236,211,161) for walls and (167,93,61) for doorway frames.
Last edited by Exilyth; 30 Jul, 2019 @ 3:47pm
CiroBT 17 Dec, 2019 @ 5:34am 
Hello Exilyth,

How to import the ingame models into blender? I'm trying to edit the brick walls in order to make new sized tiles but it 's important it matches the ingame textured one.
Exilyth 154 17 Dec, 2019 @ 6:13am 
I was interested in that myself (not exactly for brick walls, but some other objects), so I looked around some folders for a bit.


The unity project that is created by the parkitect asset editor comes with some sample objects, which are located under \path_to_parkitect_unity_project\Assets\Resources\Reference Objects

The sample objects are in .fbx, which blender can import.

Also, the wiki has measurements for a simple wall:
https://github.com/Parkitect/ParkitectAssetEditor/wiki/wall

It sure would be nice to have measurements for a bunch of other elements, e.g. said bricks you spoke of, or the sizes of window and door openings, heights of fences and so on.




There's a bunch of .assets bundles located under \path_to_steam_folder\steam\SteamApps\common\Parkitect\Parkitect_Data

I'm no lawyer, but decompiling asset files could be construed as circumventing copy protection mechanisms, which is considered illegal under many jurisdictions. If you don't re-distribute the assets and only use them as a template for creating mods, most likely no one will care, but better to add a warning as laws around the world tend to differ and may contain some devious corner cases.

With that being said, a quick trip over to your favourite search engine should give you a bunch of results for "extract unity .assets files".


Hope that helps.
CiroBT 17 Dec, 2019 @ 12:23pm 
It's for modding/study purpose, not gonna make a single coin from it. Also, I'm still messing around with blender/unity so I cant promisse it'll be delivered anyway. I havent had that much of time lately :steamsad:
CiroBT 19 Dec, 2019 @ 3:46pm 
Originally posted by Exilyth:
The sample objects are in .fbx, which blender can import.

Why the objects are imported so tiny? I believe It was scaled a thousand times lower.

I made a moulding piece on blender out of this image:

https://cdn.shopify.com/s/files/1/0134/4892/products/PCB-1_400x.jpeg?v=1523027607

Basically It s a border piece for decoration whose main purpose is to be an alternative to the bland shaped cornice. I need help coloring it, though, havent found any good tutorial to help me with UV mapping.

Also, I'm having a bit of trouble with unity. It's unclear to me how to export the object so the game can read it and which file it must be pasted in.
Draco18s 3 21 May, 2021 @ 3:12pm 
You have a step missing between 29 and 30.
Namely where the exporter actually exports the mod to.

Particularly if, like me, my Unity machine and my Gaming machine are not one and the same.
Last edited by Draco18s; 21 May, 2021 @ 3:17pm
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