Jump to content

Industrial Park (level editor): Difference between revisions

no edit summary
Battlepedia>Igorseabra4
No edit summary
Battlepedia>Igorseabra4
No edit summary
Line 1:
==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 1920 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.
Line 81:
* Add Texture Folder: see [[#Displaying Textures|Displaying Textures]].
* Clear Textures: clear textures from program.
* Manage User Templates: open the [[#User Templates|User Template Manager]]
 
* Colors:
Line 142 ⟶ 143:
** Export Assets + INI: Exports the currently open archive into a folder structure and INI file, as in [[HipHopTool]].
** Import HIP Archive: Choose a HIP, HOP or Settings.ini file to import. All layers and assets from the selected file will be added to the current one.
** Import Multiple Assets: Choose any amount of files to use as external data for assets and import them. This is useful for assets which are commonly from external editors, such as textures, models and sounds.
** Export TXD Archive: Export all of the archive's RWTX assets into a single TXD file. This only works on GameCube HOPs.
** Import TXD Archive: 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.
Line 164 ⟶ 166:
** 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 (Ctrl + H): displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to edit the selected asset's header.
** Edit Data (Ctrl + G): displays the [[#Asset Data Editor|Asset Data Editor]], 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 Ctrl + G on the Archive Editor or just G on the main form is a shortcut to this button.
 
Notes:
* Right-click on the asset list box to show the context menu, which has the same functions as the buttons.
* You can click on an asset in the view to select it in the Archive Editor, or Ctrl + click to select multiple.
* If moveable assets are selected, a transform gizmo will be displayed. You can click and drag these arrows to move the object around the world.
Line 246 ⟶ 249:
|-
| align=center | [[COND]]
|| <span style="color:#007F00">Edit</span>
||
|-
| align=center | [[CRDT]]
|| <span style="color:#007F00">Edit</span>
||
Line 399 ⟶ 406:
 
* Assets which [[events]] (but not other fields) can be edited: [[CCRV]], [[CSNM]], [[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]].
* Assets which editing internally is not supported: [[ATKT]], [[BINK]], [[BSP]], [[CRDT]], [[CSN]], [[CSSS]], [[CTOC]], [[DEST]], [[FLY]], [[JSP]], [[LKIT]], [[MODL]], [[MPHT]], [[NPCS]], [[ONEL]], [[RAW]], [[RWTX]], [[SHRP]], [[SPLP]], [[SURF]], [[TEXS]], [[VILP]], [[WIRE]].
* Note: this table applies only for Battle For Bikini Bottom; some asset types have different formats through the games and are not supported (for example, MVPTs in Scooby-Doo).
 
Line 410 ⟶ 417:
 
===Asset Templates===
Using templates is the fastest way to place new assets in the scene. If you've activated template focus on one of the Archive Editors by clicking on "Template Focus OFF" (turning it on), you can right click on the scene and choose one of the placeable templates; after making sure the DEFAULTcorrect layer for that asset type is selected in your Archive Editor, use Shift + Right click to place the template in the scene. Aside from the templates in the list below, you can also make your own [[#User Templates|User Templates]].
 
Note: '''placing a template is not enough for the asset to function''' if an asset of the same class was not present in the level before (for example, placing a Fodder template in Bikini Bottom will crash the game unless you [[Asset Porting|port the Fodder assets]] to Bikini Bottom's HOP file first).
 
ThisBelow is a list of templates currently available on Industrial Park:
 
{| class="wikitable sortable"
Line 538 ⟶ 545:
|| [[MVPT]]
|}
 
====User Templates====
Aside from the included templates, you can also create your own templates to place.
 
[[File:Industrial Park Screenshot9.png|600px|thumb|center|User Template Manager]]
 
The User Template Manager is accessed through the Options tab and the Copy and Paste buttons function the same as those in the Archive Editor: you can copy assets from the HIP/HOP and paste them here, and they'll be instantly available as templates. Double-click a template to rename it and press Delete to delete the template.
 
The template is identical to the asset that was copied (including all fields and events), and the only change made to it is that a new position will be assigned (only for assets with a position value; others will be simple copies).
 
User Templates are global and will be saved to Resources\UserTemplates and can be edited manually if you want to; however, '''be sure to keep the "[AssetType] TemplateName" name styling''', or else the program will not be able to determine the template's asset type.
 
===UI Mode===
Cookies help us deliver our services. By using our services, you agree to our use of cookies.