Essentials Series/Editing Assets: Difference between revisions

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Battlepedia>Igorseabra4
(Created page with "{{EssentialsSeriesBox}} This page is part of the Essential Series modding tutorials. It will cover the basics of editing Assets with Industrial Park (level editor)|Indus...")
 
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** '''Close''': closes this Archive Editor and unloads the HIP/HOP file. This doesn't save the file.
** '''Close''': closes this Archive Editor and unloads the HIP/HOP file. This doesn't save the file.
Closing the Archive Editor through the X button will not close it, only hide it.
Closing the Archive Editor through the X button will not close it, only hide it.

HIP archives are composed of multiple layers, and each layer can contain many assets. Assets can be of various types, and each type should be in a layer of appropriate type (for example, texture assets should be in a TEXTURE type layer). They are the main thing that we'll be messing with when modding the game (you could say modding BFBB is basically editing assets). The assets contained in HOPs are usually textures, models, sounds and animations, which are the "resources" used to form levels, while the assets in HIPs are usually the data that composes the actual level. Nothing stops you from putting any kind of asset in either the HIP or the HOP, but I advise you to stick to the division the original game uses (the only thing you really cannot do is have sounds in both the HIP and the HOP, as that will glitch the game).


=== Layers ===
=== Layers ===
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* '''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 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 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''': see [[Custom Models]].
* '''Import Models''': This function allows you to select model files to import as new [[MODL]] assets. Industrial Park uses Assimp for model importing, so DFFs will be imported as they are, while other formats will be converted to DFF - using either OBJ or FBX is recommended. This does not work with rigged models and any rigging present in the files will be discarded during the conversion. The "Create PIPT" checkbox will enable vertex color display on the model.
* '''Import Textures''': This function allows you to select image files to import as new [[RWTX]] assets. You can choose a few settings for the textures and also if existing textures with the same names should be overwritten or not. Supported formats: BMP, GIF, EXIF, JPG, PNG, TIFF and RWTEX (exported from Magic.TXD).
* '''Import Textures''': This function allows you to select image files to import as new [[RWTX]] assets. You can choose a few settings for the textures and also if existing textures with the same names should be overwritten or not. Supported formats: BMP, GIF, EXIF, JPG, PNG, TIFF and RWTEX (exported from Magic.TXD).
* '''TXD Archive''':
* '''TXD Archive''':