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.
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.
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.
|BOUL||Edit, Display from model||See Boulders for more information.|
|BSP, JSP||Edit, Display||BSP and JSP models will be displayed in the world. Industrial Park's BSP/JSP editor allows you to:
|BUTN||Edit, Display from model||See Buttons for more information.|
|CAM||Edit, Display as widget||See Cameras for more information.|
|CNTR||Edit||See Buttons for more information.|
|COLL||Edit||See Stage Controllers for more information.|
|COND||Edit||See Essentials Series/Conditionals#Conditionals for more information.|
|DPAT||Edit||See Dispatchers for more information.|
|DSTR||Edit, Display from model|
|DUPC||Edit, Display from model|
|DYNA||Edit, Display from model or widget||Allows editing of all DYNA types in BFBB and some from the other games. Has a generic editor for unsupported types.|
|EGEN||Edit, Display from model|
|ENV||Edit||See Stage Controllers for more information.|
|FLY||Edit, Live preview|
|FOG||Edit||See Stage Controllers for more information.|
|GRUP||Edit||Editor has feature to add all selected assets to group.|
|HANG||Edit, Display from model|
|JAW||Edit||See Sound and Music for more information.|
|LITE||Edit, Display as widget|
|LKIT||Edit||See Stage Controllers for more information.|
|LODT||Edit||See Stage Controllers for more information.|
|MINF||Edit, Use for display|
|MODL||Edit, Display||Assets with references to MINF or MODL will be displayed as that model in the world. Industrial Park's MODL editor is similar to the BSP/JSP editor and allows you to:
|MRKR||Edit, Display as widget|
|MVPT||Edit, Display as widget|
|NPC||Edit, Display from model|
|PARE||Edit||See Particles for more information.|
|PARP||Edit||See Particles for more information.|
|PARS||Edit||See Particles for more information.|
|PEND||Edit, Display from model|
|PICK||Edit, Use for display||PKUP assets will try to find their models from the references in the PICK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the pickups will be displayed as widgets.|
|PIPT||Edit||See Stage Controllers for more information.|
|PKUP||Edit, Display from model|
|PLAT||Edit, Display from model||See Platforms for more information.|
|PLYR||Edit, Display as widget|
|PORT||Edit||See Portals for more information.|
|RWTX||Edit, Display||Industrial Park's RWTX editor allows you to:
|SCRP||Edit||Uses the Link List Editor for timed links.|
|SDFX||Edit, Display as widget||SDFX assets a minimum and a maximum radius. These values are collected from the SDFX's SGRP reference. The maximum will be only displayed if the asset is selected.|
|SFX||Edit, Display as widget||SFX assets have a minimum and a maximum radius. The maximum will be only displayed if the asset is selected.|
|SHDW||Edit||See Stage Controllers for more information.|
|SHRP||Edit||Allows editing of entries of types 3, 4, 5, 6, 8 and 9 for BFBB and TSSM.|
|SIMP||Edit, Display from model||See Simple Objects for more information.|
|SND, SNDS||Import raw, Play||When importing an SND or SNDS asset, you have two choices:
The SND/SNDS editor also includes a function to import external JAW data and automatically send it to the JAW asset. The SND/SNDS editor can play sounds in GameCube (Scooby or BFBB) and Xbox (all games) archives.
|SPLN||Edit, Display as spline|
|TIMR||Edit||See Timers for more information.|
|TPIK||Edit, Use for display||DYNA pickups will try to find their models from the references in the TPIK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the DYNAs will be displayed as widgets.|
|TRCK||Edit, Display from model||The TRCK editor is actually just the SIMP editor.|
|TRIG||Edit, Display as widget||See Triggers for more information.|
|UI||Edit, Display from model/texture||Texture UIs display properly, model UIs are slightly off. See User Interfaces for more information.|
|UIFT||Edit, Display from model/texture||Texture UIs display properly, model UIs are slightly off, displaying as text is not supported yet. See User Interfaces for more information.|
|VIL||Edit, Display from model||See Tikis and Enemies for more information.|
|WIRE||Edit, Display as wireframe model|
- 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, 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.
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.
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.
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.
- Get Industrial Park
- Source code on GitHub
- Playlist of video tutorials covering various subjects, including Industrial Park
- IndustrialPark-EditorFiles, the repository with archives for enemies, common assets, NPCs and some other things that are useful for level editing and asset porting