Industrial Park (level editor): Difference between revisions
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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. The program is still under development, so features are still planned; the latest release version is Preview |
'''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. The program is still under development, so features are still planned; the latest release version is Preview 36 and the information on this page is up to date with it. |
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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. |
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. |
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* View Config (F1): displays the View Config box. |
* View Config (F1): displays the View Config box. |
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* Add Texture Folder: see [[#Displaying Textures|Displaying Textures]]. |
* Add Texture Folder...: see [[#Displaying Textures|Displaying Textures]]. |
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* Clear Textures: clear textures from program. |
* Clear Textures: clear textures from program. |
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* Colors: |
* Colors: |
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* No culling (C): toggles backface culling |
* No culling (C): toggles backface culling |
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* Wireframe (F): toggles wireframe mode |
* Wireframe (F): toggles wireframe mode |
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* Limit Render Distance: when active, models will only be rendered when their distance from the view is under the setting in the [[LODT]] asset, or a default value of 100 if unspecified there |
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⚫ | * Movement Preview: when active, the progarm will attempt to preview the movement pattern of placeable assets (most notably, [[PLAT]]s, [[VIL]]s with [[MVPT]] and assets which use the [[Events#Drivenby|Drivenby]] event). This function is still experimental and the preview is not accurate to the game. |
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* Name Display Mode: Choose how asset names will be displayed: |
* Name Display Mode: Choose how asset names will be displayed: |
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** AssetName [AssetID] (default) |
** AssetName [AssetID] (default) |
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** [AssetID] AssetName (alternate) |
** [AssetID] AssetName (alternate) |
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* Associate HIP/HOP files: creates an association for HIP and HOP files so they'll open directly with Industrial Park. |
* Associate HIP/HOP files: creates an association for HIP and HOP files on your registry so they'll open directly with Industrial Park. |
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* About: display About box. |
* About: display About box. |
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In the Display tab, you can choose which asset types are currently being displayed. You can also toggle |
In the Display tab, you can choose which asset types are currently being displayed. You can also toggle [[#UI Mode|UI Mode]] (U). |
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===View Config=== |
===View Config=== |
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* Checksum: this was used only during development and is ignored, so there's no need to bother with this. |
* Checksum: this was used only during development and is ignored, so there's no need to bother with this. |
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* Grab Template: for some assets, a template is available, allowing you to create a blank version of the asset without copying it or importing raw data. You can add your templates under Resources\Templates\<Game Name>\ if you want to (templates are unique to Scooby and BFBB but are shared between Incredibles, Movie Game and ROTU). |
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* Import Raw Data: imports the asset's raw data from a file. |
* Import Raw Data: imports the asset's raw data from a file. |
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The following template categories are currently available: |
The following template categories are currently available: |
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* Stage Controllers: assets such as [[CNTR]], [[COND]] and [[PORT]], which you cannot see or touch and control the stage's functions. |
* Stage Controllers: assets such as [[CNTR]], [[COND]] and [[PORT]], which you cannot see or touch and control the stage's functions. |
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⚫ | * Enemies: all robots and jellyfish. All assets are [[VIL]] with [[MVPT]] and some have [[TRIG]]. Note: there are versions of Chuck, Monsoon and Slick with and without a trigger. If you add the versions without triggers, you must add the [[events]] which control them yourself, otherwise they will always be attacking the player. |
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* Placeable: a few other assets with a position in the world (such as [[CAM]] and [[TRIG]]) and also empty/generic versions of [[Placeable Asset]]s which you must set up yourself after placing. |
* Placeable: a few other assets with a position in the world (such as [[CAM]] and [[TRIG]]) and also empty/generic versions of [[Placeable Asset]]s which you must set up yourself after placing. |
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* Battle For Bikini Bottom Templates |
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⚫ | ** Enemies: all robots and jellyfish. All assets are [[VIL]] with [[MVPT]] and some have [[TRIG]]. Note: there are versions of Chuck, Monsoon and Slick with and without a trigger. If you add the versions without triggers, you must add the [[events]] which control them yourself, otherwise they will always be attacking the player. |
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* Movie Game Templates |
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** Pickups and Crates: Manliness points, krabby patty, token, all crates. All assets are [[PKUP]] or [[DYNA]]. |
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** Enemies: all stage variations of all enemies. All assets are [[DYNA]] with [[MVPT]]. |
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** Stage Items: teleport box, port-o-head, throw fruits, ring. The assets are of varying types. |
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* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]]. |
* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]]. |
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There is a Templates: Persistent Shinies toggle in the Options tab which sets whether the shiny object templates will be set as Persistent or not (persistent assets have keep their state saved to the save file, so persistent |
There is a Templates: Persistent Shinies toggle in the Options tab which sets whether the shiny object and manliness point templates will be set as Persistent or not (persistent assets have keep their state saved to the save file, so persistent pickups remain collected forever and never reappear). |
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====User Templates==== |
====User Templates==== |
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User Templates are global and will be saved to Resources\UserTemplates and can be edited manually if you want to; however, '''be sure to keep the "[AssetType] TemplateName" name styling''', or else the program will not be able to determine the template's asset type. |
User Templates are global and will be saved to Resources\UserTemplates and can be edited manually if you want to; however, '''be sure to keep the "[AssetType] TemplateName" name styling''', or else the program will not be able to determine the template's asset type. |
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Note: since user templates are global and saved to files, each template you create will only work for that specific game and platform you made it in. For example, an user template made for GameCube BFBB will not work in Xbox BFBB or any version Movie Game (and if it happens to work, you're lucky). |
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===UI Mode=== |
===UI Mode=== |
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[[File:Industrial Park Screenshot8.png|600px|thumb|center|Industrial Park in UI Mode]] |
[[File:Industrial Park Screenshot8.png|600px|thumb|center|Industrial Park in UI Mode]] |
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===Movement Preview=== |
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==Links== |
==Links== |