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 18 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 19 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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==Usage==
==Usage==
===View===
===Commands===
Keyboard controls:
These are the commands to move the view:


* W, A, S, D: move view forward, left, backward, right
* W, A, S, D: move view forward, left, backward, right
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* Q, E: decrease interval, increase interval (view move speed)
* Q, E: decrease interval, increase interval (view move speed)
* 1, 3: decrease rotation interval, increase rotation interval (view rotation speed)
* 1, 3: decrease rotation interval, increase rotation interval (view rotation speed)
* C: toggles backface culling
* F: toggles wireframe mode
* G: open [[#Asset Data Editor|Asset Data Editor]] for selected assets
* R: reset view
* R: reset view
* U: toggle [[#UI Mode|UI Mode]]
* Z: toggle mouse mode
* Z: toggle mouse mode
* F1: displays the View Config box
* F1: displays the View Config box
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Mouse controls:
Mouse controls:


* Mouse wheel to move forward/backward
* Right click and drag to pan (move view up, left, down, right)
* Middle click and drag to rotate view
* Left click on an asset to select it
* Left click on an asset to select it
* Ctrl + Left click on an asset to select multiple
** Ctrl + Left click to select multiple
* Middle click and drag to rotate view
* Mouse wheel to move forward/backward
* Right click on screen to choose a [[#Asset Templates|template]]
** Shift + Right click to place a [[#Asset Templates|template]]
* Ctrl + Right click and drag to pan (move view up, left, down, right)


Mouse mode (Z): similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
Mouse mode (Z): similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
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* View Config (F1): displays the View Config box.
* View Config (F1): displays the View Config box.
* Add Texture Folder: explained below.
* Add Texture Folder: see [[#Displaying Textures|Displaying Textures]].
* Clear Textures: clear textures from program.
* Clear Textures: clear textures from program.


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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.
** 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.
** Template Focus: click on this to activate [[#Asset Templates|template]] placement focus for this Archive Editor.
** Add: displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to create a new asset.
** Duplicate: duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID.
** Add (Ctrl + I): displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to create a new asset.
** 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.
** Duplicate (Ctrl + D): duplicates the selected asset(s). The new assets will be a copy with 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.
** Copy (Ctrl + C): 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.
** Paste (Ctrl + V): 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.
** Remove: deletes the selected assets from the archive.
** Remove (Delete): deletes the selected assets from the archive.
** 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.
** 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.
** Edit Header: displays the [[#Asset Header Editor|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.
** 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.
** Edit Data (Ctrl + G): 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 Ctrl + G on the Archive Editor or just G on the main form is a shortcut to this button.


Notes:
Notes:
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# Open your new TXD file in Magic.TXD and click Export -> Export All. Set the format to PNG and choose any folder to export all your textures to. Now close Magic.TXD.
# Open your new TXD file in Magic.TXD and click Export -> Export All. Set the format to PNG and choose any folder to export all your textures to. 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.
# 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.

===Asset Templates===
Using templates is the fastest way to place new assets in the scene. If you've activated template focus on one of the Archive Editors by clicking on "Template Focus OFF", you can right click on the scene and choose one of the placeable templates; after making sure the DEFAULT layer is selected in your Archive Editor, use Shift + Right click to place the template in the scene.

Note: placing a template is not enough for the asset to function if an asset of the same class was not present in the level before (for example, placing a Fodder template in Bikini Bottom will crash the game unless you [[Asset Porting|port the Fodder assets]] to Bikini Bottom's HOP file).

This is a list of templates currently available on Industrial Park:

{| class="wikitable sortable"
|+
! Template
! Asset Type
|-
|| Shiny_Red
|| [[PKUP]]
|-
|| Shiny_Yellow
|| [[PKUP]]
|-
|| Shiny_Green
|| [[PKUP]]
|-
|| Shiny_Blue
|| [[PKUP]]
|-
|| Shiny_Purple
|| [[PKUP]]
|-
|| Underwear
|| [[PKUP]]
|-
|| Spatula
|| [[PKUP]]
|-
|| Sock
|| [[PKUP]]
|-
|| Spongeball
|| [[PKUP]]
|-
|| WoodenTiki
|| [[VIL]]
|-
|| FloatingTiki
|| [[VIL]]
|-
|| ThunderTiki
|| [[VIL]]
|-
|| ShhhTiki
|| [[VIL]]
|-
|| StoneTiki
|| [[VIL]]
|-
|| Fodder
|| [[VIL]] + [[MVPT]]
|-
|| Hammer
|| [[VIL]] + [[MVPT]]
|-
|| TarTar
|| [[VIL]] + [[MVPT]]
|-
|| ChompBot
|| [[VIL]] + [[MVPT]]
|-
|| GLove
|| [[VIL]] + [[MVPT]]
|-
|| Chuck
|| [[VIL]] + [[MVPT]]
|-
|| Chuck_Trigger
|| [[VIL]] + [[MVPT]] + [[TRIG]]
|-
|| Monsoon
|| [[VIL]] + [[MVPT]]
|-
|| Monsoon_Trigger
|| [[VIL]] + [[MVPT]] + [[TRIG]]
|-
|| Sleepytime
|| [[VIL]] + [[MVPT]]
|-
|| Sleepytime_Moving
|| [[VIL]] + [[MVPT]]
|-
|| BombBot
|| [[VIL]] + [[MVPT]]
|-
|| BzztBot
|| [[VIL]] + [[MVPT]]
|-
|| Slick
|| [[VIL]] + [[MVPT]]
|-
|| Slick_Trigger
|| [[VIL]] + [[MVPT]] + [[TRIG]]
|-
|| Jellyfish_Pink
|| [[VIL]] + [[MVPT]]
|-
|| Jellyfish_Blue
|| [[VIL]] + [[MVPT]]
|-
|| Duplicatotron
|| [[VIL]]
|-
|| Button
|| [[BUTN]]
|-
|| PressurePlateWithBase
|| [[BUTN]] + [[SIMP]]
|-
|| PressurePlateBaseOnly
|| [[SIMP]]
|-
|| TaxiStand
|| [[SIMP]]
|-
|| TexasHitch
|| [[SIMP]]
|-
|| SphereTrigger
|| [[TRIG]]
|-
|| EnemyMVPT
|| [[MVPT]]
|}


===UI Mode===
===UI Mode===