Essentials Series/Editing Assets: Difference between revisions

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Battlepedia>Igorseabra4
Battlepedia>Igorseabra4
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* '''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 all of them to a folder. (this does not convert assets such as sounds, textures and models to formats useable elsewhere)
* '''Edit Header''' (Ctrl + H): displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to edit the selected asset's header.
* '''Edit Data''' (Ctrl + G): displays the [[#Asset Data Editor|Asset Data Editor]], allowing you to edit the selected asset's internal data. This editor is only available for [[Industrial Park (level editor)#Asset Types|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.
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* 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.
* The '''Update References on Copy/Paste''' option, available from the Options tool strip menu in the main form, enables references between assets to be automatically updated on Duplicate and Paste. This means that, if you copy assets A and B together and A has a reference such as a [[Links|link]] or a field with B's asset ID, the pasted assets C and D will have these references updated to match each other.
 
== Asset Header Editor ==
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This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs. We will talk about the editor for different types of assets further in the series. 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 [[Industrial Park (level editor)#Asset Types|here]].
 
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" (with this checked, all asset IDs will be displayed and edited as hex numbers only).
 
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).
 
If you check the '''Hide Help in Asset Data Editors''' option, available from the Options tool strip menu, the help box in this window will be hidden. This box usually has comments about specific fields, so if you're unfamiliar with most asset types you should leave the option off.
 
== Gizmos ==