Essentials Series/Editing Assets: Difference between revisions

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Battlepedia>Igorseabra4
Battlepedia>Igorseabra4
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The Layer box allows you to choose a layer from the archive to display assets from. You can also edit the layer type, add or remove layers (removing a layer will delete all assets in it!) and reorder the list of layers by using the arrows.
 
'''Note''': although you can add new layers and use the arrows to order them in any way you want, the game expects them in a specific order and might not be able to find the assets if that's different. Using the Collapse[[#Other Archive Editor Functions|Organize Layers]] function (explained at the bottom of this page) will automatically order the layers.
 
=== Assets ===
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* '''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. If the asset was originally from a different game or platform, Industrial Park will try to convert it to the new format if needed. The '''Replace Assets on Paste''' option, available from the Options tool strip menu in the main form, will cause existing assets to be overwritten on paste instead of given new names.
* '''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.
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* '''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.
* '''Multi Edit''': allows opening one single Asset Data Editor window with multiple assets in it.
 
Notes:
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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.
 
=== Multi Asset Data Editor ===
You can open the Multi Asset Data Editor by selecting more than one asset on the Archive Editor and clicking on Multi Edit.
* This tool is similar to the Asset Data Editor, but with multiple assets open at once.
* Any edited properties will be applied to all assets.
* You can use this tool with assets of different types, but only properties common to all assets will be shown.
* You cannot edit [[Links]] with this tool.
* It's only recommended to do this on [[Links#Base and Entity Assets|base and entity assets]]; but not others such as sounds, models, textures and animations.
 
== Gizmos ==
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These are available from the '''Edit''' tool strip menu.
* '''Convert Archive''': This allows you to edit the PACK section of the HIP archive, which contains the information for the archive's platform, game and date. This means you can edit an existing archive's game and platform; Industrial Park will also convert the format of all assets to the new game/platform's format. The assets which will be converted are limited to the ones supported by the "Cross-Version Copy" function (which you can check in the table below). For the ones it cannot (such as sounds and MINF), it will ask you to choose a directory to replace the assets from; all HIP/HOPs in this directory and subdirectories will be scanned for the assets. Any assets which were not found will not be converted and the list will be shown at the end. Texture assets are not converted. This function is still experimental.
* '''CollapseOrganize 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.
* '''Merge Similar Assets''': Checks if the archive has multiple assets of the types [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]], and merges their content into one single asset of each. This is also done upon Import HIP (detailed below).
* '''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.
* '''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.
 
* '''Export Assets + INI''': Exports the currently open archive into a folder structure and INI file, the same output perfomed by [[HipHopTool]].
* '''Export Audio''': Exports all SND and SNDS assets in the archive into a folder. The assets will be 'reassembled' with their headers, creating useable audio files. See more information on [[Sound and Music]].
* '''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 CollapseOrganize 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''': see [[Custom Models]].