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Industrial Park (level editor): Difference between revisions

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Battlepedia>Maxwell Edison
m ("one hip or hop" file, and the sentence following it, confused my silly brain into thinking it couldn't open /both/ files at the same time. Just minor clarification/grammar adjustment so that people don't get the wrong idea.)
Battlepedia>Igorseabra4
No edit summary
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'''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. ItThis is guaranteed to work on the GameCubegame/platform versioncompatibility of Spongebob Squarepantstable: Battle For Bikini Bottom. It might work if you open HIP/HOPs from other games or console versions, but it might be glitchy or just not work.
 
{| class="wikitable"
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.
|+
!
! GameCube
! Xbox
! PS2
! PC
|-
! Scooby-Doo: Night of 100 Frights
|| <span style="color:#007F00">Supported</span>
|| -
|| <span style="color:#007F00">Supported</span>
|| -
|-
! Spongebob Squarepants: Battle for Bikini Bottom
|| <span style="color:#007F00">Supported</span>
|| <span style="color:#007F00">Supported</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|| -
|-
! The Incredibles
|| <span style="color:#FF7F00">Minimal support</span>
|| <span style="color:#FF7F00">Minimal support</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|-
! The Spongebob Squarepants Movie
|| <span style="color:#007F00">Supported</span>
|| <span style="color:#007F00">Supported</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|| -
|-
! The Incredibles: Rise of the Underminer
|| <span style="color:#FF7F00">Minimal support</span>
|| <span style="color:#FF7F00">Minimal support</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|}
 
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.
 
[[File:Industrial Park Screenshot1.png|450px]] [[File:Industrial Park Screenshot2.png|450px]]
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* No culling (C): toggles backface culling
* Wireframe (F): toggles wireframe mode
* Colors:
** Background color: allows you to choose a new background color for the view.
** Widget: allows you to choose a new color for unselected widgets.
** Selection: allows you to choose a new color for selected objects.
* About: display About box.
 
In the Display tab, you can choose which assetsasset types are currently being displayed.
 
===Archive Editor===
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** Save: saves the currently open file and overwrites it.
** Save As: allows you to pick a new destination to save the file.
** Name Display Mode: Choose how asset names will be displayed.
** Export TXD Archive: Allows you to export all of the archive's RWTX assets into a single TXD file.
** Import TXD Archive: Allows you to 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.
** Export Textures: exports all RWTX assets to a folder.
** Close: closes this Archive Editor and unloads the HIP/HOP file. This doesn't save the file.
Closing the Archive Editor through the X button will not close it, only hide it.
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** Find Asset: type an asset ID here. If an asset with this ID is present, it'll be selected.
** Add: shows the new asset dialog, which allows you to import raw data for a new asset.
** CopyDuplicate: duplicates anthe selected asset. The new asset is a copy of the selected one, but with a new name and asset ID.
** Copy: puts the selected asset on clipboard. You can paste it to a text file and save it, or paste it in a different Archive Editor, for example.
** Paste: pastes the asset from clipboard. You must have previously copied an asset. If the asset already exists, it'll be given a new name and asset ID.
** Remove: deletes the selected asset from the archive.
 
** View: will move the view to the selected asset's position. This button only works for assets with a position in the world.
** Export Raw: allows you to export an asset's raw data to a file.
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** Edit Data: opens the selected asset in the internal editor. This allows you to edit some of the asset's 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.
 
Notes:
* You can click on an asset in the view to select it in the Archive Editor.
* For some assets, a transform gizmo will be displayed when it's selected. You can click and drag these arrows to move the object around the world.
* Be careful when copying assets across different Archive Editors. Industrial Park isn't very good at telling apart assets with the same ID, even if they are in different archives. When you're done copying what you need, close the source file.
 
===Asset Dialog===
 
The Asset Dialog will be shown when adding or editing an asset.
 
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! Status
! Info
|-
| 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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|-
| align=center | [[PORT]]
|| <span style="color:#007F00">Edit</span>
||
|-
| align=center | [[SFX]]
|| <span style="color:#007F00">Edit</span>
||
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|}
 
Additionally, [[events]] can be edited for most if not all [[Asset#Object Assets|object assets]], but not other fields. All assets not included in this list must be exported as a raw binary file and edited externally.
 
===Displaying texturesTextures===
You may have noticed that, when you first open a level, it has no textures. Industrial Park cannot load textures directly from the RWTX assets contained in the HOP yet. To enable texture display, you must use [[Magic.TXD]].
 
# In the Archive Editor in which you've opened the HOP file, click File -> Export TexturesTXD Archive. YourChoose texturesa willpath beand exportedname to TXDs in a new folder withsave your level's name (for example, \hb01) inside the Export folder in the same directoryTXD as Industrial Park.
# 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.
Open Magic.TXD (just the program, don't open any of the textures in it) and click Tools -> Mass Export. The Game root folder should be your folder containing textures (\Export\hb01\ for example). You can choose any output folder you want. Set the image format to PNG and tick "with texture name only", then click Export. Now do it again, but tick "pre-pended with TXD name" and click Export again. 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.
 
==Links==
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