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Industrial Park (level editor): Difference between revisions

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Battlepedia>Crazy Muzzarino
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Battlepedia>Igorseabra4
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==Introduction==
'''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; the latest release version is Preview 14 and the information on this page is up to date with it.
 
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.
The program is still under development, so features are still planned. This is the game/platform compatibility table:
 
[[File:Industrial Park Screenshot1.png|450px]] [[File:Industrial Park Screenshot2.png|450px]]
 
==Game/Platform Compatibility==
{| class="wikitable"
|+
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|-
! The Incredibles
|| <span style="color:#FF7F00007F00">Minimal supportSupported</span>
|| <span style="color:#FF7F00007F00">Minimal supportSupported</span>
|| <span style="color:#FF0000">Untested/not supported</span>
|| <span style="color:#FF7F00; mix-blend-mode:multiply;">Minimal support</span>
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|}
 
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]]
==Usage==
===View===
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* Z: toggle mouse mode
* F1: displays the View Config box
* Mouse wheel: move view forward/backward
* Right click and drag: move view up, left, down, right
* Middle click and drag: rotate view
 
Mouse controls:
 
* Mouse wheel to move forward/backward
* Right click and drag to pan (move view up, left, down, right)
* Middle click and drag to rotate view
 
Mouse mode (Z): similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
 
===Options===
In the Options tab, you can choose a few settings.
 
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* 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
* Colors:
** Reset: resets all colors to default.
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** 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.
* No culling (C): toggles backface culling
* Wireframe (F): toggles wireframe mode
* Use Legacy Asset ID Format: this will disable using asset names in Asset ID fields and force you to use hex numbers only.
** Name Display Mode: Choose how asset names will be displayed:
*** AssetName [AssetID] (default)
*** [AssetID] AssetName (alternate)
 
* About: display About box.
 
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===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:
* OpenOpened HIP/HOPs and texture folders
* View position, rotation, FOV, draw distance, speed
* Settings sucha as wireframe, culling and custom colors
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* Project Menu:
** New: closes the current project instance and resets Industrial Park to default.
** Open: choose a project JSON to open.
** Save: saves the current instance as a project JSON, overwriting the previous one. '''Does not save theedits currently openon HIP/HOP files on the Archive Editors'''.
** Save As: saves the current instance as a new project JSON. '''Does not save theedits currently openon 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.
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Closing the Archive Editor through the X button will not close it, only hide it.
 
* Layer: assets in HIP/HOP archives are organized into layers. Each layer has a list of assets and if you're adding new assets you should add them to the appropriate layer (for example, models should go in a MODEL layer).
** Layer Box: this will allow you to pick a layer and view its assets.
** Layer Type: this will allow you to see and edit a layer's type.
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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 (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|Asset Header dialogEditor]], allowing 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 dialogEditor]], 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.
 
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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 Header Editor====
The Asset Header dialog will be shown when adding or editing an asset.
 
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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.
 
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[[Object Assets]] have a button labeled "Find Who Targets Me", which perform a backwards search of assets by event, finding which assets have an event that target "me" (only works for events, not fields).
 
=====Asset Types=====
The following asset types are supported by the internal editor:
 
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|-
| align=center | [[DYNA]]
|| <span style="color:#007F00FF7F00">Edit</span>
|| Allows editing of almost all DYNA types in BFBB, but not TaskBox.
|-
| align=center | [[ENV]]
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|-
| align=center | [[PLYR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display fromas modelwidget</span>
||
|-
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