Industrial Park (level editor)

Industrial Park is a tool made by community member igorseabra4 in C# using SharpDX. It is an editor capable of opening a number of HIP/HOP files and display the level, with models and textures for level and objects, as well as edit some of the asset types. The program is still under development, so features are still planned; the latest release version is Preview 37 and the information on this page is up to date with it.

This tool is based off from, and shares a lot of its source code with another one of the creator's tools: Heroes Power Plant, a tool to edit levels in Sonic Heroes. Being also based on the RenderWare engine, both games share their model format. It also gave Industrial Park the convention of being named after a level in the game.



Commands
Keyboard controls:


 * W, A, S, D: move view forward, left, backward, right
 * Shift + (W, S): move view up, down
 * Ctrl + (W, A, S, D): rotate view up, left, down, right
 * Q, E: decrease interval, increase interval (view move speed)
 * 1, 3: decrease rotation interval, increase rotation interval (view rotation speed)
 * C: toggles backface culling
 * F: toggles wireframe mode
 * G: open Asset Data Editor for selected assets
 * R: reset view
 * U: toggle UI Mode
 * V: cycle between gizmos
 * Z: toggle mouse mode
 * F1: displays the View Config box

Mouse controls:


 * Left click on an asset to select it
 * Ctrl + Left click to select multiple
 * Middle click and drag to rotate view
 * Mouse wheel to move forward/backward
 * Right click on screen to choose a template
 * Shift + Right click to place a template
 * Ctrl + Right click and drag to pan (move view up, left, down, right)

Mouse mode (Z): similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.

Options
In the Options tab, you can choose a few settings.


 * View Config (F1): displays the View Config box.
 * Add Texture Folder...: see Displaying Textures.
 * Clear Textures: clear textures from program.


 * Colors:
 * Reset: resets all colors to default.
 * Background: allows you to choose a new background color for the view.
 * Widget: allows you to choose a new color for unselected box widgets.
 * MVPT: allows you to choose a new color for unselected MVPT widgets.
 * TRIG: allows you to choose a new color for unselected TRIG widgets.
 * SFX: allows you to choose a new color for unselected SFX widgets.
 * Selection: allows you to choose a new color for selected widgets and objects.
 * No culling (C): toggles backface culling
 * Wireframe (F): toggles wireframe mode
 * Limit Render Distance: when active, models will only be rendered when their distance from the view is under the setting in the LODT asset, or a default value of 100 if unspecified there
 * Movement Preview: when active, the progarm will attempt to preview the movement pattern of placeable assets (most notably, PLATs, VILs with MVPT and assets which use the Drivenby event). This function is still experimental and the preview is not accurate to the game.


 * Manage User Templates: open the User Template Manager
 * Templates: Persistent Shinies: toggles whether shiny object and manliness point templates will be set as persistent or not (see Object Asset).


 * Name Display Mode: Choose how asset names will be displayed:
 * AssetName [AssetID] (default)
 * [AssetID] AssetName (alternate)
 * Use Legacy Asset ID Format: this will disable using asset names in Asset ID fields and force you to use hex numbers only. This is useful if, for some reason, you're working with multiple assets that have the same name but different asset IDs.


 * Associate HIP/HOP files: creates an association for HIP and HOP files on your registry so they'll open directly with Industrial Park.
 * About: display About box.

In the Display tab, you can choose which asset types are currently being displayed. You can also toggle UI Mode (U).

View Config
The view config allows you to view and set Industrial Park's 3D view's current position, rotation, movement speed (separate for position and rotation), maximum draw distance and field of view.



Projects
Industrial Park projects are a resource to help users with level editing. A project file is a text (JSON) which saves an open instance of the program, meaning it contains:
 * Opened HIP/HOPs and texture folders
 * View position, rotation, FOV, draw distance, speed
 * Settings sucha as wireframe, culling and custom colors
 * Which assets are currently visible

All of those are restored from the file, meaning you can quickly restore Industrial Park to a previous state.


 * New: closes the current project instance and resets Industrial Park to default.
 * Open: choose a project JSON to open.
 * Save: saves the current instance as a project JSON, overwriting the previous one. Does not save edits on HIP/HOP files on the Archive Editors.
 * Save As: saves the current instance as a new project JSON. Does not save edits on HIP/HOP files on the Archive Editors.


 * Auto-Save On Closing: automatically saves the currently open project JSON when closing Industrial Park.
 * Auto-Load On Startup: automatically loads the previously open project JSON when opening Industrial Park.

If Auto-Save On Closing is enabled and no project JSON is specified, a file called default_project.json in the same directory as Industrial Park will be created and used. Project files can be opened and edited in a text editor, where you can manually edit them if you want to, although I don't recommend doing this.

Archive Editor
The archive editor is the main way to edit HIP/HOP archives in Industrial Park. You can open any amount of Archive Editors you want to, and each can have one HIP and/or HOP file open. If you wish to edit multiple HIP/HOP files for a level, for example, you can open two Archive Editors each with one of the files. Also, opening a third one with boot.HIP will allow you to view the objects whose models are contained there (such as spatula, underwear and shiny objects). You can drag a HIP/HOP file into the program window to open it in a new Archive Editor. The Archive Editor has many functions and operations it can perform on a HIP/HOP archive, all of which are listed below:



Closing the Archive Editor through the X button will not close it, only hide it.
 * File menu:
 * New: create a new empty HIP/HOP file in this Archive Editor. You'll be able to choose game and platform versions for the file, as well as choose the date which will be set in the headers (you can even type in your own text instead of the date!)
 * Open: choose a HIP/HOP file to open in this Archive Editor. If the file is from Scooby-Doo: Night of 100 Frights, a dialog will ask you to choose which platform that file corresponds to (GameCube, PS2, XBOX) as it's not possible to determine that from the file in that game.
 * Save: saves the currently open file and overwrites it.
 * Save As: allows you to pick a new destination to save the file.
 * Close: closes this Archive Editor and unloads the HIP/HOP file. This doesn't save the file.


 * Edit menu:
 * Collapse Layers: This will merge all of the archive's layers in a way that there is only one layer of each type, keeping all assets. Layers will be ordered by type in the same order the game originally does.
 * Verify Archive: Will create and display a report that searches the archive for any potential errors, such as invalid data, fields left blank and references to non existing assets. It's meant as an aid for custom level development, to find possible errors and help correct them. Note that this function's output is not perfect; not everything in the report is necessarily an error, and not all errors which might be present in the archive will necessarily be reported.
 * Apply Scale: Allows you to apply a X, Y, Z scaling on all assets in the archive. All assets with a X, Y, Z position in the world will have this position multiplied by the factors you specify, and the same for all assets with a X, Y, Z scale. This function will not work well on any of the original game's levels since it does not scale the JSP models.
 * Export Assets + INI: Exports the currently open archive into a folder structure and INI file, the same output perfomed by HipHopTool.
 * Import HIP Archive: Choose a HIP, HOP or Settings.ini file (from HipHopTool-style exported archive) to import. All layers and assets from the selected file will be added to the current one. Layers will be ordered by the Collapse Layers function. If an asset with the same ID is already present, you will be prompted whether to overwrite it or not, except for COLL, JAW, LODT, PIPT, SHDW and SNDI, all of which will be merged into one single asset. This is useful for Asset porting.
 * Import Multiple Assets: Choose any amount of files to use as external data for assets and import them. This is useful for assets which are commonly from external editors, such as textures, models and sounds. Imported sounds will automatically be sent to the SNDI.
 * Import Models: This function allows you to select OBJ, DAE or DFF files to import as new MODL assets. DFFs will be imported as they are, while OBJ and DAE will be converted to DFF. Models must contain vertex positions, vertex normals and texture coordinates for the import to work. DAE files must have been exported from 3ds max's exporter; OBJs can have been exported from any 3d model editor. This does not work with rigged models and any rigging present in the files will be discarded during the conversion.
 * TXD Archive:
 * Export (RW3): Export all of the archive's RWTX assets which contain .RW3 in their names into a single TXD file. This only works on GameCube HOPs.
 * Import (RW3): Choose a TXD file to import; rather than importing the entire archive, the tool will batch create one asset from each texture of the archive and import it as a RWTX asset. The .RW3 suffix will be appended to the texture names. Existing ones with matching names/IDs will be replaced. This only works with GameCube TXDs. Use it on custom TXDs or TXD previously exported with the previous function.
 * Export (No RW3): Export all of the archive's RWTX assets which don't contain .RW3 in their names into a single TXD file. This only works on GameCube HOPs.
 * Import (No RW3): Choose a TXD file to import; rather than importing the entire archive, the tool will batch create one asset from each texture of the archive and import it as a RWTX asset Existing ones with matching names/IDs will be replaced. This only works with GameCube TXDs.


 * Layer: assets in HIP/HOP archives are organized into layers. Each layer has a list of assets and if you're adding new assets you should add them to the appropriate layer (for example, models should go in a MODEL layer).
 * Layer Box: this will allow you to pick a layer and view its assets.
 * Layer Type: this will allow you to see and edit a layer's type.
 * Add: this will add a new layer to the archive.
 * Remove: this will delete the selected layer from the archive along with all its assets.
 * Move Layer Up: this will move the selected layer up in the list. This is useful as if you have Texture layers they must come before all others.
 * Move Layer Down: this will move the selected layer down in the list.


 * Assets: each asset is an individual in-game object with a type and function. You can click on an asset in the list to select it, or Ctrl + click to select multiple. Use the checkboxes next to the asset names to hide the asset from the view.
 * Show by type: this will allow you to see in the list only assets of a specific type, or all of them.
 * Find Asset: type an asset ID (preceded by 0x) or name here. If an asset with this ID or name is present, it'll be selected.
 * Template Focus: click on this to activate template placement focus for this Archive Editor.
 * Import (Ctrl + I): displays the Asset Header Editor, allowing you to create a new asset from an external file.
 * Duplicate (Ctrl + D): duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID.
 * Copy (Ctrl + C)''': puts the selected assets on clipboard. You can paste them to a text file and save it, or paste in a different Archive Editor, for example.
 * Paste (Ctrl + V): pastes the assets from clipboard. You must have previously copied assets. If the asset already exists, it'll be given a new name and asset ID.
 * Remove (Delete): deletes the selected assets from the archive.
 * View: will move the view to the selected asset's position. For most assets, it will show the asset from a short distance, but for the CAM asset, it will place the view in the exact position it assumes ingame for that camera.
 * Export Raw: allows you to export an asset's raw data to a file. If multiple assets are selected, you'll be able to export them to a folder.
 * Edit Header (Ctrl + H): displays the Asset Header Editor, allowing you to edit the selected asset's header.
 * Edit Data (Ctrl + G): displays the Asset Data Editor, allowing you to edit the selected asset's internal data. This editor is only available for some of the assets; for the others, you must export the raw data and edit it externally in a hex editor. Pressing Ctrl + G on the Archive Editor or just G on the main form is a shortcut to this button.

Notes:
 * Right-click on the asset list box to show the context menu, which has the same functions as the buttons.
 * You can click on an asset in the view to select it in the Archive Editor, or Ctrl + click to select multiple.

Asset Header Editor
The Asset Header dialog will be shown when adding or editing an asset.



It allows you to edit the information of the asset's AHDR entry. Header data is the same for all asset types.


 * Asset Type: the type of the asset. If you change this, be sure to import new asset data.
 * Asset ID: the Asset ID of the asset. It'll be calculated automatically from the asset name using the BDKR hash algorithm, which is the same one used originally by the developers, but you can edit it afterwards (don't do this for RWTX assets!)
 * Flags: these are dependant on asset type. It's best if you do not change them.
 * Asset Name: the name of the asset. The name and asset ID are important for identifying your asset in the archive and referencing it from other assets.
 * Asset Filename: the path to the asset's data for external data. This was used only during development and is ignored, so there's no need to bother with this.
 * Checksum: this was used only during development and is ignored, so there's no need to bother with this.
 * Import Raw Data: imports the asset's raw data from a file.

Asset Data Editor
The Asset Data editor will be shown when editing an asset's internal data.



This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs (such as CAM, SND, SNDS and TEXT). Not all of the assets' attributes are known, meaning you'll find a lot of fields labeled as unknown. This editor is not available for all asset types, and you can find the list for which it does work below.

The internal editor supports conversion between asset IDs and asset names. This means that, in any place you're supposed to type an asset ID, you can also type the name and the ID will be generated automatically from it; asset IDs will also be automatically replaced by names whenever possible. Type hexadecimal numbers starting with 0x to force use of an asset ID and not a name. There's also support for using the asset ID from a pasted asset; if you have an asset in your clipboard, pasting it in an asset ID field will collect the asset ID from it. This function can be turned off completely in the options: "Use Legacy Asset ID Format".

The button labeled "Find Who Targets Me" performs a backwards search of assets, finding which assets have a field or a link that targets "me" (for example, if you perform this on a MODL, you'll find which MINFs, SIMPs or PLATs use it).

Link List Editor


The Link List Editor is the window that shows up when you click on the [...] box next to one of the Links field in the Asset Data Editor for Object Assets. It allows you to add, remove, copy, paste, reorder and edit links.


 * Source Event: the event which triggers this link when sent to this asset.
 * Destination Event: the event sent by this link upon being triggered.
 * Destination Asset: the object asset to which the event is sent.
 * Argument Asset: the asset ID which is sent as a parameter, formerly the fifth parameter of the link.
 * Source Check: the link will only be triggered if the asset which sent the source event matches this one. If null (most cases), any asset which sends the source event will trigger this link. Formerly, this was the sixth parameter.
 * Arguments: the 4 float parameters of the event. Some events read this as asset IDs so the hex checkbox allows that. Previous versions of Industrial Park had 6 parameters, but 5 and 6 were moved to Argument Asset and Source Check (above).

Asset Types
The following table shows the current status of each asset type for Industrial Park. Some are editable, some can be used only for display, and some must be edited externally.


 * Assets which links (but not other fields) can be edited: CCRV, DTRK, DUPC, GRSM, LOBM, NGMS, PGRS, RANM, SDFX, SLID, SPLN, SSET, SUBT, TPIK, TRWT, UIM, ZLIN.
 * Assets which editing internally is not supported: ATKT, BINK, CSN, CSSS, CTOC, DEST, MPHT, NPCS, ONEL, RAW, SPLP, TEXS, WIRE.
 * Many of the assets (such as FOG) have values which are RGBA colors. In those asset editors, click the [...] button next to the color value to show a color picker.
 * Note: this table applies only for Battle For Bikini Bottom; some asset types have different formats through the games and are not supported.

Gizmos
Some asset types have a 3D transformation (position, rotation, scale) to place them in the world. It's possible to transform those assets with a gizmo instead of typing the coordinates in the asset data editor. The gizmos will affect the selected objects; there are 4 modes and you can press V to cycle between them, or right click and choose one in the context menu:



Displaying Textures
You may have noticed that, when you first open a level, it has no textures. Industrial Park cannot load textures directly from the RWTX assets contained in the HOP yet. To enable texture display, you must use Magic.TXD.


 * 1) In the Archive Editor in which you've opened the HOP file, click File -> TXD Archive -> Export (RW3). Choose a path and name to save your TXD as.
 * 2) Open your new TXD file in Magic.TXD and click Export -> Export All. Set the format to PNG and choose any folder to export all your textures to. Now close Magic.TXD.
 * 3) Now that you have all textures exported to a folder, you can use Industrial Park's Add Texture Folder button to load these textures in.

Asset Templates
Using templates is the fastest way to place new assets in the scene. You can either place new asset templates by right clicking the asset list in the Archive Editor and choosing the template you want to place, or you can right click on the view, choose one of the templates and use Shift + Right click to place the template in the scene (you must first activate template focus by clicking on "Template Focus OFF" in an Archive Editor, also make sure the correct layer for that asset type is selected). You can also make your own User Templates. Many default templates are composed of multiple assets (the Bus Stop template will place 7 different assets at once), but user templates can only have one.

Note: placing a template is not enough for the asset to function if an asset of the same class was not present in the level before (for example, placing a Fodder template in Bikini Bottom will crash the game unless you port the Fodder assets to Bikini Bottom's HOP file first).

The following template categories are currently available:
 * Stage Controllers: assets such as CNTR, COND and PORT, which you cannot see or touch and control the stage's functions.
 * Placeable: a few other assets with a position in the world (such as CAM and TRIG) and also empty/generic versions of Placeable Assets which you must set up yourself after placing.
 * Battle For Bikini Bottom Templates
 * Pickups and Tikis: Shiny objects, underwear, spatula, tikis. All assets are PKUP or VIL.
 * Enemies: all robots and jellyfish. All assets are VIL with MVPT and some have TRIG. Note: there are versions of Chuck, Monsoon and Slick with and without a trigger. If you add the versions without triggers, you must add the events which control them yourself, otherwise they will always be attacking the player.
 * Stage Items: buttons, teleport box, bus stop, throw fruits. The assets are of varying types.
 * Movie Game Templates
 * Pickups and Crates: Manliness points, krabby patty, token, all crates. All assets are PKUP or DYNA.
 * Enemies: all stage variations of all enemies. All assets are DYNA with MVPT.
 * Stage Items: teleport box, port-o-head, throw fruits, ring. The assets are of varying types.
 * Others: mostly HOP assets, such as PIPT, LODT, SNDI.

There is a Templates: Persistent Shinies toggle in the Options tab which sets whether the shiny object and manliness point templates will be set as Persistent or not (persistent assets have keep their state saved to the save file, so persistent pickups remain collected forever and never reappear).

User Templates
Aside from the included templates, you can also create your own templates to place.



The User Template Manager is accessed through the Options tab and the Copy and Paste buttons function the same as those in the Archive Editor: you can copy assets from the HIP/HOP and paste them here, and they'll be instantly available as templates. Double-click a template to rename it and press Delete to delete the template.

The template is identical to the asset that was copied (including all fields and links), and the only change made to it is that a new position will be assigned (only for assets with a position value; others will be simple copies).

User Templates are global and will be saved to Resources\UserTemplates and can be edited manually if you want to; however, be sure to keep the "[AssetType] TemplateName" name styling, or else the program will not be able to determine the template's asset type.

Note: since user templates are global and saved to files, each template you create will only work for that specific game and platform you made it in. For example, an user template made for GameCube BFBB will not work in Xbox BFBB or any version Movie Game (and if it happens to work, you're lucky).

UI Mode
In the Display tab, or by pressing U, you toggle between normal view mode and UI Mode: this is intended for editing of menus through UI and UIFT assets. The view will become a 2D 640x480 screen (this aspect ratio can be forced through the UI Mode AutoSize button). Those assets can also be edited in normal mode, but it's possible to have an approximate preview of them with UI Mode.



Links

 * Get Industrial Park
 * Source code on GitHub
 * Playlist of video tutorials covering various subjects, including Industrial Park
 * Editor Files such as enemies, common assets, NPCs and some other things that are useful for level editing
 * Zip file with all of the textures already extracted for Battle for Bikini Bottom