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Industrial Park (level editor): Difference between revisions

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Battlepedia>Igorseabra4
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Battlepedia>Igorseabra4
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[[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 Type: the type of the asset. If you change this, be sure to import new asset data.
* Asset ID: the [[Asset ID]] of the asset. It'll be calculated automatically from the asset name using the BDKR hash algorithm, which is the same one used originally by the developers, but you can edit it afterwards (don't do this for [[RWTX]] assets!)
* Flags: these are dependant on asset type. It's best if you do not change them.
* Asset Name: the name of the asset. The name and asset ID are important for identifying you asset in the archive and referencing it from other assets.
* Asset Filename: the path to the asset's data for external data. This was used only during development and is ignored, so there's no need to bother with this.
* Checksum: this was used only during development and is ignored, so there's no need to bother with this.
 
* Grab Template: for some assets, a template is available, allowing you to create a blank version of the asset without copying it or importing raw data. You can add your templates under Resources\Templates\BFBB\ (or the other game's name) if you want to (templates are unique to Scooby and BFBB but are shared between Incredibles, Movie Game and ROTU).
* Import Raw Data: imports the asset's raw data from a file.
 
====Asset Data Editor====
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|| <span style="color:#FF7F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
|| Allows editing of almost all DYNA types in BFBB, but not TaskBox.
|-
| align=center | [[EGEN]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|-
| align=center | [[ENV]]
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| align=center | [[GRUP]]
|| <span style="color:#007F00">Edit</span>
||
|-
| align=center | [[HANG]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|-
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| align=center | [[MVPT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|-
| align=center | [[PEND]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|-
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|-
| align=center | [[UI]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#007F000000FF">Display from model/texture</span>
|| Texture UIs display properly, model UIs are slightly off.
|-
| align=center | [[UIFT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#007F000000FF">Display from model/texture</span>
|| Texture UIs display properly, model UIs are slightly off, displaying as text is not supported yet.
|-
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|}
 
* [[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]], [[UIM]], [[VOLU]], [[ZLIN]]. All other assets must be exported as a raw binary file and edited externally.
 
===Displaying Textures===
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