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 in Battle For Bikini Bottom, The SpongeBob SquarePants Movie, Scooby-Doo: Night of 100 Frights, The Incredibles and The Incredibles: Rise of the Underminer for all platforms (except the point-and-click PC versions of the SpongeBob games).

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. Industrial Park uses TxdGen for converting textures and vgmstream for previewing sounds.

The program is still under development, so features are still planned, and it is possible that functions of the tool don't work as expected.



Usage
To learn to use Industrial Park, please follow the Essential Series of modding tutorials, starting with the Introduction To Modding page. Most of the information in the first few pages is related to using the tool, such as Industrial Park Basics and Editing Assets.

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. The table also shows if copying and pasting the asset to a different platform/game it was originally from is supported or not.


 * Cross-version copy/paste of all other asset types is not supported.
 * Assets which links (but not other fields) can be edited: CCRV, DTRK, GRSM, NGMS, PGRS, RANM, SLID, SSET, SUBT, TRWT, UIM, ZLIN.
 * Assets which editing internally is not supported: ATKT, BINK, CSSS, CTOC, DEST, MPHT, NPCS, ONEL, RAW, SPLP, TEXS.
 * 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.

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.



Research/Advanced
This is a tab in Industrial Park with tools that don't fit elsewhere in the program. It's recommended to only use these tools without any Archive Editor window open.

Asset ID Generator
On this window, each line typed into the top text box will be run through the BKRD hash algorithm and an asset ID will be generated from it in the bottom text box.

Event Search
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the event search. Click Perform Search and all events which match the set filters found in any of the files will be logged. You can filter the asset types of the sender and reciever assets (Null allows for any) and the events which are recieved and sent in each link (Unknown allows for any). For example: if you leave sender asset as TRIG, target asset as Null, recieve event as Unknown and target event as Enable, you will be returned all links which are sent from TRIGs to any assets which have Enable as the event being sent in any HIP/HOPs in the folder you choose.

DYNA Search
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the DYNA search. Click Perform Search and all DYNAS found in any of the files will be logged.