Industrial Park (level editor): Difference between revisions

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==Introduction==
==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. The program is still under development, so features are still planned; the latest release version is Preview 17 and the information on this page is up to date with it.
'''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. The program is still under development, so features are still planned; the latest release version is Preview 18 and the information on this page is up to date with it.


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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** [AssetID] AssetName (alternate)
** [AssetID] AssetName (alternate)


* Associate HIP/HOP files: creates an association for HIP and HOP files so they'll open directly with Industrial Park.
* About: display About box.
* About: display About box.


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===Archive Editor===
===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 can have one HIP and/or HOP file open. If you wish to edit multiple HIP/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).
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 can have one HIP and/or HOP file open. If you wish to edit multiple HIP/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). You can drag a HIP/HOP file into the program window to open it in a new Archive Editor.


[[File:Industrial Park Screenshot3.png|600px|thumb|center|Archive Editor window]]
[[File:Industrial Park Screenshot3.png|626px|thumb|center|Archive Editor window]]


* File Menu:
* File:
** New: create a new empty HIP/HOP file in this Archive Editor. You'll be able to choose game and platform versions for the file, as well as choose the date which will be set in the headers (you can even type in your own text instead of the date!)
** Open: choose a HIP/HOP file to open in this Archive Editor. If the file is from Scooby-Doo: Night of 100 Frights, a dialog will ask you to choose which platform that file corresponds to (GameCube, PS2, XBOX) as it's not possible to determine that from the file in that game.
** Open: choose a HIP/HOP file to open in this Archive Editor. If the file is from Scooby-Doo: Night of 100 Frights, a dialog will ask you to choose which platform that file corresponds to (GameCube, PS2, XBOX) as it's not possible to determine that from the file in that game.
** Save: saves the currently open file and overwrites it.
** Save: saves the currently open file and overwrites it.
** Save As: allows you to pick a new destination to save the file.
** Save As: allows you to pick a new destination to save the file.
** Export TXD Archive: Allows you to export all of the archive's RWTX assets into a single TXD file. This only works on GameCube HOPs.
** Import TXD Archive: Allows you to choose a TXD file to import; rather than importing the entire archive, the tool will batch create one asset from each texture of the archive and import it as a RWTX asset. Existing ones with matching names/IDs will be replaced.
** Close: closes this Archive Editor and unloads the HIP/HOP file. This doesn't save the file.
** 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.
Closing the Archive Editor through the X button will not close it, only hide it.

* Edit:
** Export Assets + INI: Exports the currently open archive into a folder structure and INI file, as in [[HipHopTool]].
** Import HIP Archive: Choose a HIP, HOP or Settings.ini file to import. All layers and assets from the selected file will be added to the current one.
** Export TXD Archive: Export all of the archive's RWTX assets into a single TXD file. This only works on GameCube HOPs.
** Import TXD Archive: Choose a TXD file to import; rather than importing the entire archive, the tool will batch create one asset from each texture of the archive and import it as a RWTX asset. Existing ones with matching names/IDs will be replaced.


* 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 (for example, models should go in a MODEL layer).
* 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 (for example, models should go in a MODEL layer).
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** Add: this will add a new layer to the archive.
** 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.
** Remove: this will delete the selected layer from the archive along with all its assets.
** Move Layer Up: this will move the selected layer up in the list. This is useful as Texture layers must come before all others in the HOP.
** Move Layer Up: this will move the selected layer up in the list. This is useful as if you have Texture layers they must come before all others.
** Move Layer Down: this will move the selected layer down in the list.
** Move Layer Down: this will move the selected layer down in the list.