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Industrial Park (level editor): Difference between revisions

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Battlepedia>Igorseabra4
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* Wireframe (F): toggles wireframe mode
* Colors:
** Reset: resets all colors to default.
** Background: allows you to choose a new background color for the view.
** Widget: allows you to choose a new color for unselected box widgets.
** SelectionMVPT: allows you to choose a new color for selectedunselected objectsMVPT widgets.
** TRIG: allows you to choose a new color for unselected TRIG widgets.
** SFX: allows you to choose a new color for unselected SFX widgets.
** Selection: allows you to choose a new color for selected widgets and objects.
* Use Legacy Asset ID Format: this will disable using asset names in Asset ID fields and force you to use hex numbers only.
* About: display About box.
 
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[[File:Industrial Park Screenshot5.png|600px|thumb|center|View Config window]]
 
===Projects===
Industrial Park projects are a resource to help users with level editing. A project file is a text (JSON) which saves an open instance of the program, meaning it contains:
* Open HIP/HOPs and texture folders
* View position, rotation, FOV, draw distance, speed
* Settings sucha as wireframe, culling and custom colors
* Which assets are currently visible
 
All of those are restored from the file, meaning you can quickly restore Industrial Park to a previous state.
 
* Project Menu:
** Open: choose a project JSON to open.
** Save: saves the current instance as a project JSON, overwriting the previous one. '''Does not save the currently open HIP/HOP files on the Archive Editors'''.
** Save As: saves the current instance as a new project JSON. '''Does not save the currently open 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 through Save As, 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.
 
===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.:
*** AssetName [AssetID] (default)
*** [AssetID] AssetName (alternate)
** 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. Existing ones with matching names/IDs will be replaced.
** 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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** 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: showsdisplays the new[[#Asset assetHeader|Asset Header dialog]], which allowsallowing 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.
** 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.
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** View: will move the view to the selected asset's position. This button only works for assets with a position in the world. 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.
** Edit Header: displays the [[#Asset Header|Asset Header dialog]], allowing you to edit the selected asset's header.
** Edit Header: allows you to edit an existing asset's [[HIP#AHDR|AHDR]], which includes the ID, name and other information, and also replace the raw data with a new file.
** Edit Data: opensdisplays the selected[[#Asset assetData inEditor|Asset theData internalEditor editor.dialog]], This allowsallowing you to edit somethe of theselected 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.
 
Notes:
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* 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 DialogHeader===
The Asset DialogHeader dialog will be shown when adding or editing an asset.
 
[[File:Industrial Park Screenshot4.png|600px|thumb|center|Asset Header Dialog]]
 
It allows you to edit the information of the asset's [[HIP#AHDR|AHDR]] entry, but not the asset's internal data; this can be imported separately as raw data. Header data is the same for all asset types. The [[Asset ID]] of the asset will be calculated automatically from the name you type using the BDKR hash algorithm, which is the same one used originally by the developers, but you can type your own one if you wish to (don't do this for [[RWTX]] assets!).
 
===Asset Data Editor===
The Asset Data editor will be shown when editing an asset's internal data.
 
[[File:Industrial Park Screenshot6.png|600px|thumb|center|Asset Data Editor for [[SIMP]]s]]
 
This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs (such as [[CAM]], [[SND]], [[SNDS]] and [[TEXT]]). Not all of the asset's attributes are known, meaning you'll find a lot of fields labeled as unknown. This editor is not available for all asset types, and you can find the list for which it does work below.
 
* 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: "Use Legacy Asset ID Format".
 
====Asset Types====
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|-
| align=center | [[SFX]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
|| SFX assets have a minimum and a maximum radius. The maximum will be only displayed if the asset is selected.
||
|-
| align=center | [[SHDW]]
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|}
 
* 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]]. All other assets must be exported as a raw binary file and edited externally.
* 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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