OpenZT Modding
by finnethen
OpenZT modding extends and simplifies the capabilities of vanilla Zoo Tycoon modding with an end goal of being able to mod all aspects of Zoo Tycoon and add custom scripts.
- Zoo Tycoon 1
- Tools
- Reading time
- 1 min
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Editing habitats and locations with OpenZT
by finnethen
Habitats and locations appear in the animal buy window below the animal name as show in the picture below.
Zoo Tycoon comes with many inbuilt habitats and locations which can be referenced when making an animal, but prior to OpenZT modded locations or habitats were particularly hard to make. With OpenZT habitats and locations can be made and used with ease. They have a very similar config (in Vanilla ZT they are actually interchangeable, minus the UI looking wrong)
[locations.moon]
name="Moon"
icon_path="resources/moon/N"
icon_palette_path="resources/moon/moon.pal"
[habitats.swamp]
name="Swamp"
icon_path="resources/swamp/N"
icon_palette_path="resources/swamp/swamp.pal"
All values are mandatory here. The type is dicated by having the locations or habitats prefix in the section header. The suffix in the section headers (moon and swamp in this example) must be unique for each definition type within your mod, eg you can only have one locations.moon but you can have a habitats.moon too. You could have another habitats.moon in a separate mod, these will not conflict.
name is displayed as a tooltip when the player hovers over the habitat/location image in game.
icon_path is the path (within the resources) filepath to the icon file (in the ZT animation format) is located.
icon_palette_path is the path to the palette (.pal) file for the icon.
Info
Vanilla ZT uses the .pal file referenced within the animation file, OpenZT ignores it and uses the file specified here.
Coming Soon
by finnethen
OpenZT modding extends and simplifies the capabilities of vanilla Zoo Tycoon modding with an end goal of being able to mod all aspects of Zoo Tycoon and add custom scripts.
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