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 28 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 29 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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* Edit:
* Edit:
* Collapse Layers: This will merge all of the archive's layers in a way that there is only one layer of each type, keeping all assets.
* Collapse Layers: This will merge all of the archive's layers in a way that there is only one layer of each type, keeping all assets. Layers will be ordered by type in the same order the game originally does.
** Export Assets + INI: Exports the currently open archive into a folder structure and INI file, as in [[HipHopTool]].
** 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. If an asset with the same ID is already present, you will be prompted whether to overwrite it or not; all existing [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]] will but merged.
** 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. Layers will be ordered by type in the same order the game originally does. If an asset with the same ID is already present, you will be prompted whether to overwrite it or not, except for [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]], all of which will be merged into one single asset.
** Import Multiple Assets: Choose any amount of files to use as external data for assets and import them. This is useful for assets which are commonly from external editors, such as textures, models and sounds.
** Import Multiple Assets: Choose any amount of files to use as external data for assets and import them. This is useful for assets which are commonly from external editors, such as textures, models and sounds.
** Export TXD Archive: Export all of the archive's RWTX assets into a single TXD file. This only works on GameCube HOPs.
** 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.
** 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. This only works with GameCube TXDs.


* 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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This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs (such as [[CAM]], [[SND]], [[SNDS]] and [[TEXT]]). Not all of the asset's attributes are known, meaning you'll find a lot of fields labeled as unknown. This editor is not available for all asset types, and you can find the list for which it does work below.
This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs (such as [[CAM]], [[SND]], [[SNDS]] and [[TEXT]]). Not all of the asset's attributes are known, meaning you'll find a lot of fields labeled as unknown. This editor is not available for all asset types, and you can find the list for which it does work below.


The internal editor supports conversion between asset IDs and asset names. This means that, in any place you're supposed to type an asset ID, you can also type the name and the ID will be generated automatically from it; asset IDs will also be automatically replaced by names whenever possible. Type hexadecimal numbers starting with 0x to force use of an asset ID and not a name. This function can be turned off completely in the options: "Use Legacy Asset ID Format".
The internal editor supports conversion between asset IDs and asset names. This means that, in any place you're supposed to type an asset ID, you can also type the name and the ID will be generated automatically from it; asset IDs will also be automatically replaced by names whenever possible. Type hexadecimal numbers starting with 0x to force use of an asset ID and not a name. There's also support for using the asset ID from a pasted asset; if you have an asset in your clipboard, pasting it in an asset ID field will collect the asset ID from it. This function can be turned off completely in the options: "Use Legacy Asset ID Format".


The button labeled "Find Who Targets Me" performs a backwards search of assets, finding which assets have a field or an event that target "me" (for example, if you perform this on a MODL, you'll find which MINFs, SIMPs or PLATs use it).
The button labeled "Find Who Targets Me" performs a backwards search of assets, finding which assets have a field or an event that target "me" (for example, if you perform this on a MODL, you'll find which MINFs, SIMPs or PLATs use it).
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| align=center | [[JAW]]
| align=center | [[JAW]]
|| <span style="color:#007F00">Edit</span>
|| <span style="color:#007F00">Edit</span>
|| The SND/SNDS editor has a function to import external JAW data from a file for that sound and send it to the JAW asset.
||
|-
|-
| align=center | [[JSP]]
| align=center | [[JSP]]
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* Trim the sound's header and send it to the SNDI asset. This will cut the header from your data and send it to the SNDI asset, which holds the headers of SND and SNDS.
* Trim the sound's header and send it to the SNDI asset. This will cut the header from your data and send it to the SNDI asset, which holds the headers of SND and SNDS.
* Import the sound's data as it is. This will not mess with the SNDI asset.
* Import the sound's data as it is. This will not mess with the SNDI asset.
The SND/SNDS editor also includes a function to import external [[JAW]] data and automatically send it to the JAW asset.
|-
|-
| align=center | [[SNDI]]
| align=center | [[SNDI]]