Industrial Park (level editor): Difference between revisions

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Battlepedia>Igorseabra4
Battlepedia>Igorseabra4
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* Add Texture Folder: explained below.
* Clear Textures: clear textures from program.
* Use Legacy Asset ID Format: disables using asset names in place of IDs
 
* 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.
* Project Menu:
** NewOpen: closeschoose the currenta project instance and resets Industrial ParkJSON to defaultopen.
** Save As: saves the current instance as a new project JSON, overwriting the previous one. '''Does not save edits on HIP/HOP files on the Archive Editors'''.
** Open: choose a project JSON to open.
** Save As: saves the current instance as a new project JSON, overwriting the previous one. '''Does not save edits on HIP/HOP files on the Archive Editors'''.
** Save As: saves the current instance as a new project JSON. '''Does not save edits on HIP/HOP files on the Archive Editors'''.
 
** Auto-Save On Closing: automatically saves the currently open project JSON when closing Industrial Park.
** Auto-Load On Startup: automatically loads the previously open project JSON when opening Industrial Park.
 
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 dialog]], 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.
 
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.
The following asset types are supported by the internal editor:
 
{| 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 [[Eventsevents]] (but not other fields) can be edited for the following asset types: [[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]]. All other assets must be exported as a raw binary file and edited externally.
* 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===