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Industrial Park (level editor): Difference between revisions

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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 (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 Editor]], allowing you to import raw data forcreate a new asset.
** Duplicate: duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID.
** Copy: puts the selected assets on clipboard. You can paste them to a text file and save it, or paste in a different Archive Editor, for example.
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** View: will move the view to the selected asset's position. 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. If multiple assets are selected, you'll be able to export them to a folder.
** Edit Header: displays the [[#Asset Header Editor]], 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. Pressing G is a shortcut to this button.
 
Notes:
* You can click on an asset in the view to select it in the Archive Editor, or Ctrl + click to select multiple.
* ForIf somemoveable assets are selected, 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 Header Editor====
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* 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 youyour 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<Game Name>\ (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.
 
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* [[Events]] (but not other fields) can be edited for the following asset types: [[CCRV]], [[CSNM]], [[DSCO]], [[DTRK]], [[DUPC]], [[GRSM]], [[GUST]], [[LITE]], [[LOBM]], [[NGMS]], [[NPC]], [[PARE]], [[PARP]], [[PARS]], [[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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