Industrial Park (level editor)

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Revision as of 22:24, 1 June 2022 by Igorseabra4 (talk | contribs)

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/HOP files and display the level, with models and textures for level and objects, as well as edit some of the asset types in Battle For Bikini Bottom, The SpongeBob SquarePants Movie, Scooby-Doo: Night of 100 Frights, The Incredibles and The Incredibles: Rise of the Underminer for all platforms (except the point-and-click PC versions of the SpongeBob games).

This tool is based off from, and shares a lot of its source code with another one of the creator's tools: Heroes Power Plant, a tool to edit levels in 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. Industrial Park uses TxdGen for converting textures and vgmstream for previewing sounds.

The program is still under development, so features are still planned, and it is possible that functions of the tool don't work as expected.

Usage

To learn to use Industrial Park, please follow the Essential Series of modding tutorials, starting with the Introduction To Modding page. Most of the information in the first few pages is related to using the tool, such as Industrial Park Basics and Editing Assets.

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.

Asset Status Info
ALST Edit
ANIM Edit
ATBL Edit
BOUL Edit, Display from model See Boulders for more information.
BSP, JSP Edit, Display BSP and JSP models will be displayed in the world. Industrial Park's BSP/JSP editor allows you to:
  • Edit individual mesh colors, material names and atomic flags (JSP only).
  • Edit individual sections and settings in JSPINFO asset.
  • Use the Export function to export the model to one of the Assimp formats. OBJ or DAE are recommended. This might not work on all models; it has a higher change of working on Xbox files. It can also be exported as a raw BSP (BSP assets) or DFF (JSP assets).
  • Import function grayed out as it hasn't been implemented yet.
BUTN Edit, Display from model See Buttons for more information.
CAM Edit, Display as widget See Cameras for more information.
CNTR Edit See Buttons for more information.
COLL Edit See Stage Controllers for more information.
COND Edit See Essentials Series/Conditionals#Conditionals for more information.
CRDT Edit
CSN Unavailable
CSNM Edit
DEST Edit
DPAT Edit See Dispatchers for more information.
DSCO Edit
DSTR Edit, Display from model
DUPC Edit, Display from model
DYNA Edit, Display from model or widget Allows editing of all DYNA types in BFBB and some from the other games. Has a generic editor for unsupported types.
EGEN Edit, Display from model
ENV Edit See Stage Controllers for more information.
FLY Edit, Live preview
FOG Edit See Stage Controllers for more information.
GRUP Edit Editor has feature to add all selected assets to group.
GUST Edit
HANG Edit, Display from model
JAW Edit See Sound and Music for more information.
LITE Edit, Display as widget
LKIT Edit See Stage Controllers for more information.
LOBM Edit
LODT Edit See Stage Controllers for more information.
MAPR Edit
MINF Edit, Use for display
MODL Edit, Display Assets with references to MINF or MODL will be displayed as that model in the world. Industrial Park's MODL editor is similar to the BSP/JSP editor and allows you to:
  • Edit individual mesh colors, material names and atomic flags.
  • Use the Export function to export the model to one of the Assimp formats. OBJ or DAE are recommended. This might not work on all models; it has a higher change of working on Xbox files. It can also be exported as a raw BSP (BSP assets) or DFF (JSP assets).
  • Use the Import function to select a model file to import. Industrial Park uses Assimp for model importing, so DFFs will be imported as they are, while other formats will be converted to DFF - using either OBJ or FBX is recommended. This does not work with rigged models and any rigging present in the files will be discarded during the conversion.
MRKR Edit, Display as widget
MVPT Edit, Display as widget
NPC Edit, Display from model
PARE Edit See Particles for more information.
PARP Edit See Particles for more information.
PARS Edit See Particles for more information.
PEND Edit, Display from model
PICK Edit, Use for display PKUP assets will try to find their models from the references in the PICK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the pickups will be displayed as widgets.
PIPT Edit See Stage Controllers for more information.
PKUP Edit, Display from model
PLAT Edit, Display from model See Platforms for more information.
PLYR Edit, Display as widget
PORT Edit See Portals for more information.
PRJT Edit
RWTX Edit, Display Industrial Park's RWTX editor allows you to:
  • Edit the texture's filtering mode (mipmapping)
  • Edit the texture's addressing mode (wrap, tile, clamp, mirror)
  • Import an image to overwrite the texture. Supported formats: BMP, GIF, EXIF, JPG, PNG, TIFF and RWTEX
  • Export the image as RWTEX (which can be imported in Magic.TXD)
SCRP Edit Uses the Link List Editor for timed links.
SDFX Edit, Display as widget SDFX assets a minimum and a maximum radius. These values are collected from the SDFX's SGRP reference. The maximum will be only displayed if the asset is selected.
SFX Edit, Display as widget SFX assets have a minimum and a maximum radius. The maximum will be only displayed if the asset is selected.
SGRP Edit
SHDW Edit See Stage Controllers for more information.
SHRP Edit Allows editing of entries of types 3, 4, 5, 6, 8 and 9 for BFBB and TSSM.
SIMP Edit, Display from model See Simple Objects for more information.
SND, SNDS Import raw, Play When importing an SND or SNDS asset, you have two choices:
  • 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.

The SND/SNDS editor also includes a function to import external JAW data and automatically send it to the JAW asset. The SND/SNDS editor can play sounds in GameCube (Scooby or BFBB) and Xbox (all games) archives.

SNDI Edit
  • The SNDI asset can be edited individually, and can also be updated automatically from a SND or SNDS import.
SPLN Edit, Display as spline
SURF Edit
TEXT Edit
TIMR Edit See Timers for more information.
TPIK Edit, Use for display DYNA pickups will try to find their models from the references in the TPIK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the DYNAs will be displayed as widgets.
TRCK Edit, Display from model The TRCK editor is actually just the SIMP editor.
TRIG Edit, Display as widget See Triggers for more information.
UI Edit, Display from model/texture Texture UIs display properly, model UIs are slightly off. See User Interfaces for more information.
UIFT Edit, Display from model/texture Texture UIs display properly, model UIs are slightly off, displaying as text is not supported yet. See User Interfaces for more information.
VIL Edit, Display from model See Tikis and Enemies for more information.
VILP Edit
VOLU Edit
WIRE Edit, Display as wireframe model
  • Assets which links (but not other fields) can be edited: CCRV, DTRK, GRSM, NGMS, PGRS, RANM, SLID, SSET, SUBT, TRWT, UIM, ZLIN.
  • Assets which editing internally is not supported: ATKT, BINK, CSSS, CTOC, MPHT, NPCS, ONEL, RAW, SPLP, TEXS.
  • Many of the assets (such as FOG) have values which are RGBA colors. In those asset editors, click the [...] button next to the color value to show a color picker.
  • Note: this table applies only for Battle For Bikini Bottom; some asset types have different formats through the games and are not supported.

Research/Advanced

This is a tab in Industrial Park with tools that don't fit elsewhere in the program. It's recommended to only use these tools without any Archive Editor window open.

Asset ID Generator

On this window, each line typed into the top text box will be run through the BKRD hash algorithm and an asset ID will be generated from it in the bottom text box.

Event Search

Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the event search. Click Perform Search and all events which match the set filters found in any of the files will be logged. You can filter the asset types of the sender and reciever assets (Null allows for any) and the events which are recieved and sent in each link (Unknown allows for any). For example: if you leave sender asset as TRIG, target asset as Null, recieve event as Unknown and target event as Enable, you will be returned all links which are sent from TRIGs to any assets which have Enable as the event being sent in any HIP/HOPs in the folder you choose.

DYNA Search

Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the DYNA search. Click Perform Search and all DYNAS found in any of the files will be logged.

External Links