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Industrial Park (level editor): Difference between revisions
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* R: reset view
* U: toggle [[#UI Mode|UI Mode]]
* V: cycle between [[#Gizmos|gizmos]]
* Z: toggle mouse mode
* F1: displays the View Config box
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* 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.
====Asset Header Editor====
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The button labeled "Find Who Targets Me" performs a backwards search of assets, finding which assets have a field or an event that target "me" (for example, if you perform this on a MODL, you'll find which MINFs, SIMPs or PLATs use it).
The following table shows the current status of each asset type for Industrial Park. Some are editable, some can be used only for display, and some must be edited externally.
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| align=center | [[JSP]]
|| <span style="color:#0000FF">Display</span>, <span style="color:#FF0000">Edit</span>
|| JSP models will be displayed in the world. You can import new ones made in other editors/exporters, but Industrial Park doesn't have converting
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| align=center | [[LKIT]]
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| align=center | [[MODL]]
|| <span style="color:#0000FF">Display</span>, <span style="color:#FF0000">Edit</span>
|| Assets with references to MINF or MODL will be displayed as that model in the world. You can import new DFFs made in other editors/exporters, but Industrial Park doesn't have converting
|-
| align=center | [[MRKR]]
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|| <span style="color:#007F00">Edit</span>
||
|-
| align=center | [[RWTX]]
|| <span style="color:#FF0000">Edit</span>
|| You can edit the texture's filtering mode (mipmapping) and addressing mode (wrap, tile, clamp, mirror), but no other fields. Industrial Park doesn't have texture editing or previewing features (aside from being able to import and export a TXD for external editing, and a different way to [[#Displaying Textures|display textures]]); it's recommended you use [[Magic.TXD]] for that. See the [[RWTX]] page for more info.
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| align=center | [[SFX]]
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| align=center | [[VIL]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
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|-
| align=center | [[VILP]]
|| <span style="color:#007F00">Edit</span>
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|}
* Assets which [[events]] (but not other fields) can be edited: [[CCRV]], [[DTRK]], [[DUPC]], [[GRSM]], [[GUST]], [[LITE]], [[LOBM]], [[NGMS]], [[NPC]], [[PGRS]], [[PRJT]], [[RANM]], [[SCRP]], [[SDFX]], [[SGRP]], [[SLID]], [[SPLN]], [[SSET]], [[SUBT]], [[TPIK]], [[TRWT]], [[UIM]], [[VOLU]], [[ZLIN]].
* Assets which editing internally is not supported: [[ATKT]], [[BINK]], [[BSP]], [[CSN]], [[CSSS]], [[CTOC]], [[DEST
* 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).
====Gizmos====
If moveable assets (all [[Placeable Asset]]s, [[CAM]], [[MRKR]], [[MVPT]], [[SFX]] and some types of [[DYNA]]) are selected, it's possible to transform these assets with a gizmo instead of typing coordinates in the asset data editor. There are 4 transform gizmos and you can press V to cycle between them, or right click and choose one in the context menu:
* Position: affects the position of the object in the world. You can also move multiple assets at once.
* Rotation: affects the yaw, pitch and roll of the object in the world. You can only rotate one asset at once.
* Scale: affects the yaw, pitch and roll of the object in the world. You can scale multiple assets at once.
* Position (Local): transforms the object's position locally, meaning the axes are not the world's X, Y and Z but the object's local (rotated) axes. You can only move one object at once with this gizmo.
[[File:Industrial Park Screenshot10.png|460px|thumb|center|Industrial Park's 4 gizmos]]
===Displaying Textures===
|