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Industrial Park (level editor): Difference between revisions
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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
* No culling (C): toggles backface culling
* Wireframe (F): toggles wireframe mode
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* Assets: each asset is an individual in-game object with a type and function.
** 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 or name here. If an asset with this ID or name is present, it'll be selected.
** Add: shows the new asset dialog, which allows you to import raw data for a new asset.
** Duplicate: duplicates the selected asset. The new asset is a copy with a new name and asset ID.
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* 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.
* Industrial Park's gizmos have a glitch in which, if moveable assets are selected in multiple Archive Editors, the gizmos will move all of them at the same time.
===Asset Dialog===
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* 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.
* All assets not included in this list must be exported as a raw binary file and edited externally. [[Events]] (but not other fields) can be edited for the following asset types: CCRV, CSNM, DSCO, DTRK, DUPC, EGEN, GRSM, GUST, HANG, LITE, LOBM, NGMS, NPC, PARE, PARP, PARS, PEND, PGRS, PRJT, RANM, SCRP, SDFX, SGRP, SLID, SPLN, SSET, SUBT, SURF, TPIK, TRWT, UIFT, UI, UIM, VOLU, ZLIN.
===Displaying Textures===
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