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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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==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 2225 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.
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* Edit:
* Collapse Layers: This will merge all of the archive's layers in a way that there is only one layer of each type, keeping all assets.
** 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. If an asset with the same ID is already present, you will be prompted whether to overwrite it or not; all existing [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]] will but merged.
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===Asset Templates===
Using templates is the fastest way to place new assets in the scene. You can either place new asset templates by right clicking the asset list in the Archive Editor and choosing the template you want to place, or you can right click on the view, choose one of the templates and use Shift + Right click to place the template in the scene (you must first activate template focus by clicking on "Template Focus OFF" in an Archive Editor, also make sure the correct layer for that asset type is selected). You can also make your own [[#User Templates|User Templates]]. Many default templates are composed of multiple assets (the Bus Stop template will place 7 different assets at once), but user templates can only have one.
 
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).
 
The following template categories are currently available:
* Stage Controllers: assets such as [[CNTR]], [[COND]] and [[PORT]], which you cannot see or touch and control the stage's functions.
* Pickups and Tikis: Shiny objects, underwear, spatula, tikis. All assets are [[PKUP]] or [[VIL]].
* Enemies: all robots and jellyfish. All assets are [[VIL]] with [[MVPT]] and some have [[TRIG]]. Note: there are versions of Chuck, Monsoon and Slick with and without a trigger. If you add the versions without triggers, you must add the [[events]] which control them yourself, otherwise they will always be attacking the player.
* Stage Items: buttons, teleport box, bus stop, throw fruits. The assets are of varying types.
* Placeable: a few other assets with a position in the world (such as [[CAM]] and [[TRIG]]) and also empty/generic versions of [[Placeable Assets]] which you must set up yourself after placing.
* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]].
 
====User Templates====
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