Industrial Park (level editor): Difference between revisions
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Battlepedia>Igorseabra4 m (→Archive Editor) |
Battlepedia>Igorseabra4 No edit summary |
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* Add Texture Folder: explained below. |
* Add Texture Folder: explained below. |
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* Clear Textures: clear textures from program. |
* Clear Textures: clear textures from program. |
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* Use Legacy Asset ID Format: disables using asset names in place of IDs |
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* Colors: |
* Colors: |
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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 [[#UI Mode]] (U). |
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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All of those are restored from the file, meaning you can quickly restore Industrial Park to a previous state. |
All of those are restored from the file, meaning you can quickly restore Industrial Park to a previous state. |
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* New: closes the current project instance and resets Industrial Park to default. |
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* Project Menu: |
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* Open: choose a project JSON to open. |
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** Open: choose a project JSON to open. |
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* Save As: saves the current instance as a new project JSON. '''Does not save edits on HIP/HOP files on the Archive Editors'''. |
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* Auto-Save On Closing: automatically saves the currently open project JSON when closing Industrial Park. |
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* Auto-Load On Startup: automatically loads the previously open project JSON when opening Industrial Park. |
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If Auto-Save On Closing is enabled and no project JSON is specified, a file called ''default_project.json'' in the same directory as Industrial Park will be created and used. Project files can be opened and edited in a text editor, where you can manually edit them if you want to, although I don't recommend doing this. |
If Auto-Save On Closing is enabled and no project JSON is specified, a file called ''default_project.json'' in the same directory as Industrial Park will be created and used. Project files can be opened and edited in a text editor, where you can manually edit them if you want to, although I don't recommend doing this. |
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** Show by type: this will allow you to see in the list only assets of a specific type, or all of them. |
** Show by type: this will allow you to see in the list only assets of a specific type, or all of them. |
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** Find Asset: type an asset ID (preceded by 0x) or name here. If an asset with this ID or name is present, it'll be selected. |
** Find Asset: type an asset ID (preceded by 0x) or name here. If an asset with this ID or name is present, it'll be selected. |
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** Add: displays the [[#Asset Header Editor]], allowing you to create a new asset. |
** Add: displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to create a new asset. |
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** Duplicate: duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID. |
** Duplicate: duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID. |
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** Copy: 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. |
** Copy: 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. |
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** Paste: 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. |
** Paste: 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. |
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** Remove: deletes the selected assets from the archive. |
** Remove: deletes the selected assets from the archive. |
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** 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. |
** 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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** Export Raw: allows you to export an asset's raw data to a file. If multiple assets are selected, you'll be able to export them to a folder. |
** Export Raw: allows you to export an asset's raw data to a file. If multiple assets are selected, you'll be able to export them to a folder. |
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** Edit Header: displays the [[#Asset Header Editor]], allowing you to edit the selected asset's header. |
** Edit Header: displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to edit the selected asset's header. |
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** Edit Data: displays the [[#Asset Data Editor|Asset Data Editor |
** Edit Data: displays the [[#Asset Data Editor|Asset Data Editor]], allowing you to edit the selected asset's internal data. This editor is only available for [[#Asset Types|some of the assets]]; for the others, you must export the raw data and edit it externally in a hex editor. Pressing G is a shortcut to this button. |
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Notes: |
Notes: |
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=====Asset Types===== |
=====Asset Types===== |
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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. |
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The following asset types are supported by the internal editor: |
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{| class="wikitable sortable" |
{| class="wikitable sortable" |
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! Status |
! Status |
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! Info |
! Info |
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| align=center | [[ANIM]] |
| align=center | [[ANIM]] |
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|| <span style="color:#007F00">Edit</span> |
|| <span style="color:#007F00">Edit</span> |
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|| ANIM editor is very rudimentary as not all is known about the format. |
|| ANIM editor is very rudimentary as not all is known about the format. |
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|- |
|- |
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| align=center | [[BOUL]] |
| align=center | [[BOUL]] |
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|} |
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* [[ |
* Assets which [[events]] (but not other fields) can be edited: [[CCRV]], [[CSNM]], [[DTRK]], [[DUPC]], [[GRSM]], [[GUST]], [[LITE]], [[LOBM]], [[NGMS]], [[NPC]], [[PARE]], [[PARP]], [[PARS]], [[PGRS]], [[PRJT]], [[RANM]], [[SCRP]], [[SDFX]], [[SGRP]], [[SLID]], [[SPLN]], [[SSET]], [[SUBT]], [[SURF]], [[TPIK]], [[TRWT]], [[UIM]], [[VOLU]], [[ZLIN]]. |
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* Assets which editing internally is not supported: [[ATBL]], [[ATKT]], [[BINK]], [[BSP]], [[COLL]], [[CRDT]], [[CSN]], [[CSSS]], [[CTOC]], [[DEST]], [[FLY]], [[JAW]], [[JSP]], [[LKIT]], [[LODT]], [[MINF]], [[MODL]], [[MPHT]], [[NPCS]], [[ONEL]], [[RAW]], [[RWTX]], [[SHRP]], [[SPLP]], [[SURF]], [[TEXS]], [[VILP]], [[WIRE]]. |
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* Note: this table applies only for Battle For Bikini Bottom; some asset types have different formats through the games and are not supported (for example, MVPTs in Scooby-Doo). |
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===Displaying Textures=== |
===Displaying Textures=== |