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Industrial Park (level editor): Difference between revisions
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Battlepedia>Igorseabra4 m (→Archive Editor) |
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* Add Texture Folder: explained below.
* Clear Textures: clear textures from program.
* Colors:
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* About: display About box.
In the Display tab, you can choose which asset types are currently being displayed. You can also toggle [[#UI Mode|UI Mode]] (U).
===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.
* New: closes the current project instance and resets Industrial Park to default.
▲** Save As: saves the current instance as a new project JSON. '''Does not save edits on HIP/HOP files on the Archive Editors'''.
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.
** 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.
** 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.
** 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.
** 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.
** Remove: 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.
** 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 Data: displays the [[#Asset Data Editor|Asset Data Editor
Notes:
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=====Asset Types=====
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.
{| class="wikitable sortable"
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! Status
! Info
|-▼
| align=center | [[ALST]]▼
|| <span style="color:#007F00">Edit</span>▼
||▼
|-
| align=center | [[ANIM]]
|| <span style="color:#007F00">Edit</span>
|| ANIM editor is very rudimentary as not all is known about the format.
▲|-
▲| align=center | [[ALST]]
▲|| <span style="color:#007F00">Edit</span>
▲||
|-
| align=center | [[BOUL]]
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|}
* Assets which [[
* 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]].
* 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).
===Displaying Textures===
|