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'''Industrial Park''' is a tool made by community member [[User:igorseabra4|igorseabra4]] in C# using SharpDX. It is an editor capable of opening a number of [[HIP|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).
==Introduction==
'''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|HIP/HOP files]] and display the level, with models and textures for level and objects, as well as edit some of the [[asset]] types.


This tool is based off from, and shares a lot of its source code with another one of the creator's tools: [https://info.sonicretro.org/Heroes_Power_Plant Heroes Power Plant], a tool to edit levels in [https://info.sonicretro.org/Sonic%20Heroes 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 [https://www.gtagarage.com/mods/show.php?id=26916 TxdGen] for converting textures and [https://github.com/losnoco/vgmstream vgmstream] for previewing sounds.
The program is still under development, so features are still planned. It is guaranteed to work on the GameCube version of Spongebob Squarepants: Battle For Bikini Bottom. It might work if you open HIP/HOPs from other games or console versions, but it might be glitchy or just not work.


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.
This tool is based off from, and shares a lot of its source code with another one of the creator's tools: [https://info.sonicretro.org/Heroes_Power_Plant Heroes Power Plant], a tool to edit levels in [https://info.sonicretro.org/Sonic%20Heroes Sonic Heroes]. Being also based on the RenderWare engine, both games share their model format.


[[File:Industrial Park Screenshot1.png|450px]] [[File:Industrial Park Screenshot2.png|450px]]
[[File:Industrial Park Screenshot1.png|450px]] [[File:Industrial Park Screenshot2.png|450px]]

==Usage==
==Usage==
To learn to use Industrial Park, please follow the Essential Series of modding tutorials, starting with the [[Essentials Series/Introduction to modding|Introduction To Modding]] page. Most of the information in the first few pages is related to using the tool, such as [[Essentials Series/Industrial Park basics|Industrial Park Basics]] and [[Essentials Series/Editing Assets|Editing Assets]].
===View===
These are the commands to move the view around:


==Research/Advanced==
* W, A, S, D: move view forward, left, backward, right
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.
* Shift + (W, S): move view up, down
* Ctrl + (W, A, S, D): rotate view up, left, down, right
* Q, E: decrease interval, increase interval (move speed)
* R: reset view
* Z: toggle mouse mode
* F1: display view config. Here you can view and edit a few general settings for the view, such as draw distance and field of view.
* Mouse wheel: move view forward/backward
* Right click and drag: move view up, left, down, right
* Middle click and drag: rotate view


===Asset ID Generator===
Mouse controls:
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.


===DYNA Search===
* Mouse wheel to move forward/backward
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.
* Right click and drag to pan
* Middle click and drag to rotate view


===Event Search===
Mouse mode: similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
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.


===Pickup Searcher===
In the Options tab, you can choose a few settings.
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the Pickup search. Click Perform Search and all Pickups found in any of the files will be logged.


==External Links==
* View Config (F1): displays the View Config box.
* Add Texture Folder: explained below.
* Clear Textures: clear textures from program.
* No culling (C): toggles backface culling
* Wireframe (F): toggles wireframe mode
* Background color: allows you to choose a new background color for the view.

In the Display tab, you can choose which assets are currently being displayed.

===Archive Editor===
The archive editor is the main way to edit HIP/HOP archives in Industrial Park. You can open any amount of Archive Editors you want to, and each will have one HIP or HOP file. If you wish to edit both HIP and HOP files for a level, for example, you can open two Archive Editors each with one of the files. Also, opening a third one with boot.HIP will allow you to view the objects whose models are contained there (such as spatula, underwear and shiny objects).

[[File:Industrial Park Screenshot3.png|600px|thumb|center|Archive Editor window]]

* File Menu:
** Open: choose a HIP/HOP file to open in this Archive Editor.
** Save: saves the currently open file and overwrites it.
** Save As: allows you to pick a new destination to save the file.
** Export Textures: exports all RWTX assets to a folder.
** Export knowlife's TXT: exports some assets to a text format. I don't think you really have a reason to use this as it's a function made specifically to help knowlife4 with BFBB HD.
** 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.

* Layer: assets in HIP/HOP archives are organized into layers. Each layer has a list of assets and if you're adding new assets you should add them to the appropriate layer.
** Layer Box: this will allow you to pick a layer and view its assets.
** Layer Type: this will allow you to see and edit a layer's type. I don't recommend changing this.
** Add: this will add a new layer to the archive.
** Remove: this will delete the selected layer from the archive along with all its assets.

* Assets: each asset is an individual in-game object with a type and function.
** Show by type: this will allow you to see in the list only assets of a specific type, or all of them.
** Find Asset: type an asset ID here. If an asset with this ID is present, it'll be selected.
** Add: shows the new asset dialog, which allows you to import raw data for a new asset.
** Copy: duplicates an asset. The new asset is a copy of the selected one, but with a new name and asset ID. The internal asset ID of the asset's data, if present, will not be changed.
** Remove: deletes the selected asset from the archive.
** View: will move the view to the selected asset's position. Some assets don't have a position in the world and thus this button won't work.
** Export raw: allows you to export an asset's raw data to a file.
** Edit: allows you to edit an existing asset's ID, name and other information, and also replace the raw data with a new file.
** Internal Edit: opens the selected asset in the internal editor. This allows you to edit some of the asset's data. Not all of the data is shown in the internal editor and for some assets, you must export the raw data and edit it externally in a hex editor.

* You can click on an asset in the view to select it in the Archive Editor.
* For some assets, a transform gizmo will be displayed when it's selected. You can click and drag these arrows to move the object around the world.

===Asset Dialog===

The Asset Dialog will be shown when adding or editing an asset.

[[File:Industrial Park Screenshot4.png|600px|thumb|center|Asset Dialog]]

It allows you to edit the information of the asset's [[HIP#AHDR|AHDR]] entry, but not the asset's internal data; this can be imported separately as raw data. The [[Asset ID]] of the asset will be calculated automatically from the name you type using the BDKR hash algorithm, which is the same one used originally by the developers, but you can type your own one if you wish to (don't do this for [[RWTX]] assets!).

====Asset Types====
The following asset types are supported by the internal editor:

{| class="wikitable"
|+
! Asset
! Status
|-
| align=center | [[BOUL]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[BSP]]
|| <span style="color:#0000FF">Display</span>
|-
| align=center | [[BUTN]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[CNTR]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[DPAT]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[DSTR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[GRUP]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[JSP]]
|| <span style="color:#0000FF">Display</span>
|-
| align=center | [[MINF]]
|| <span style="color:#0000FF">Display</span>
|-
| align=center | [[MODL]]
|| <span style="color:#0000FF">Display</span>
|-
| align=center | [[MRKR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[MVPT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[PICK]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[PKUP]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[PLAT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[PLYR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[PORT]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[SIMP]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[TIMR]]
|| <span style="color:#007F00">Edit</span>
|-
| align=center | [[TRIG]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|-
| align=center | [[VIL]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display</span>
|}

All assets not included in this list must be exported as a raw binary file and edited externally.

===Displaying textures===
You may have noticed that, when you first open a level, it has no textures. Industrial Park cannot load textures directly from the RWTX assets contained in the HOP yet. To enable texture display, you must use [[Magic.TXD]].

In the Archive Editor in which you've opened the HOP file, click File -> Export Textures. Your textures will be exported to TXDs in a new folder with your level's name (for example, \hb01) inside the Export folder in the same directory as Industrial Park.

Open Magic.TXD (just the program, don't open any of the textures in it) and click Tools -> Mass Export. The Game root folder should be your folder containing textures (\Export\hb01\ for example). You can choose any output folder you want. Set the image format to PNG and tick "with texture name only", then click Export. Now do it again, but tick "pre-pended with TXD name" and click Export again. Now close Magic.TXD.

Now that you have all textures exported to a folder, you can use Industrial Park's Add Texture Folder button to load these textures in.

==Links==
* [https://github.com/igorseabra4/IndustrialPark/releases Get Industrial Park]
* [https://github.com/igorseabra4/IndustrialPark/releases Get Industrial Park]
* [https://github.com/igorseabra4/IndustrialPark Source code on GitHub]
* [https://github.com/igorseabra4/IndustrialPark Source code on GitHub]
* [https://www.youtube.com/playlist?list=PLrfzuz7Y9bXaxsjSVPF0ocihHd4SUiQwf Playlist of video tutorials covering various subjects, including Industrial Park]

* [https://github.com/igorseabra4/IndustrialPark-EditorFiles IndustrialPark-EditorFiles], the repository with archives for enemies, common assets, NPCs and some other things that are useful for level editing and [[Asset porting|asset porting]]
[[Category:Modding]] [[Category:Tools]]
[[Category:Tools]]

Latest revision as of 23:51, 28 January 2023

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.

Usage

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.

Research/Advanced

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.

DYNA Search

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.

Event Search

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.

Pickup Searcher

Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the Pickup search. Click Perform Search and all Pickups found in any of the files will be logged.

External Links