Essentials Series/Industrial Park basics: Difference between revisions

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When you open IP (that's how I'll sometimes refer to the tool) for the first time, you'll see an empty main window and the About box. You can close the About box for now.
 
== HIP/HOP Files, Layers and Assets ==
To open a HIP or HOP file in IP:
To open a HIP or HOP file in IP, click the Archive Editor tool strip item and open a new one. Use File -> Open to open a HIP or HOP file; open a second Archive Editor and do it again to open the second one in the pair (for example: JF01.HIP and JF01.HOP). You'll usually want both the HIP and the HOP of a level open in separate Archive Editors when editing it (this doesn't apply to Scooby which has only HIPs for each level). HIP and HOP files are, in fact, one single format (which is HIP); the difference between a HIP and a HOP is simply the type of asset which is usually stored in each of them.
# Click the '''Archive Editor''' tool strip item, then on '''New Editor''' (Ctrl + N) to open a new Archive Editor window.
# Use '''File -> Open''' to open a level's HIP file (for example: JF01.HIP).
# Open a second Archive Editor and do it again to open the HOP file (for example: JF01.HOP). This does not apply to Scooby, which has no HOPs.
# You probably want to open a third Archive Editor to open the '''boot.HIP''' file, located in the game's root.
# You'll usually want both the HIP and the HOP of a level open in separate Archive Editors when editing it, and you might want boot.HIP too, since it contains the models for pickups.
 
Alternatively, you can use the '''Open Level''' tool (available from the Archive Editor tool strip item or by pressing Ctrl + I), which allows you to select a HIP, a HOP, boot.HIP and additional localization files (present in some of the games, such as Movie) and open all of them at once.
HIP archives are composed of multiple layers, and each layer can contain many assets. Assets can be of various types, and each type has a different function in the game. Learning how to mod BFBB is basically learning how to work with different asset types (unless we're talking about code hacks, which is different from what we're doing here). We're going to look at each asset type in detail in the tutorial.
 
HIP and HOP files are, in fact, one single format (referred to as the [[HIP (File Format)|HIP]] archive format); the difference between a HIP and a HOP is simply the type of asset which is usually stored in each of them. There's no restriction on which asset type can go on each file, though. Internally, there's no difference.
 
HIP archives are composed of multiple layers, and each layer can contain many assets. Assets can be of various types, and each type has a different function in the game. Learning how to mod BFBBthese games is basically learning how to work with different asset types (unless we're talking about code hacks, which is different from what we're doing here). We're going to look at each asset type in detail in the tutorial.
 
== View Controls ==
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* '''Q, E''': decrease interval, increase interval (view move speed)
* '''1, 3''': decrease rotation interval, increase rotation interval (view rotation speed)
* '''B''' and '''N''': select previous/next [[../Asset Templates|template]]
* '''C''': toggles backface culling
* '''F''': toggles wireframe mode
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* '''U''': toggle [[../User Interfaces/|UI Mode]]
* '''V''': cycle between [[../Editing Assets/#Gizmos|gizmos]]
Mouse* mode ('''Z)''': toggle mouse mode: similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
* '''Z''': toggle mouse mode
* '''F1''': displays the [[#View Config|View Config]] box
* '''Ctrl + Shift + S''' or '''F4''': save all open HIPs
* '''F5''': attempt to [[#File Associations|run game]]
* '''Delete''': delete selected assets
* '''Ctrl + Shift +H''': closes all Asset Data Editors and any other windows which are not Archive Editors, useful in case too many are open
 
Mouse controls:
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* '''Ctrl + Right click and drag''' to pan (move view up, left, down, right)
 
You can review those controls in IP in Options -> View Controls. Don't worry if you don't know what all of the things above are yet, we will cover everything in the tutorial seriestutorials.
Mouse mode (Z): similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
 
You can review those controls in IP in Options -> View Controls. Don't worry if you don't know what all of the things above are yet, we will cover everything in the tutorial series.
 
[[File:Industrial Park Screenshot12.png|626px|thumb|center|This is what you'll see if you open both JF01 files in IP and move the view around a bit]]
 
== 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 and [[../Editing Assets/#Gizmos|gizmo]] grid size. Open it from the Options tool strip or by pressing F1.
 
[[File:Industrial Park Screenshot5.png|600px|thumb|center|View Config window]]
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In the Display tool strip menu, you can choose a few options related to Industrial Park's renderer:
 
* '''Asset Types''': choose which asset types are currently being displayed. If you're looking to hide the obnoxious large colored boxes/spheres from the view, these are the [[MVPT]]Move Point, [[SFX]] and [[TRIG]]Trigger assets.
 
* '''Colors''': use this to set colors for the widgets of different asset types (useful if the color scheme of the level you're editing is similar to one of the default colors, for example)