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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 2931 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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** 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.
** Template Focus: click on this to activate [[#Asset Templates|template]] placement focus for this Archive Editor.
** AddImport (Ctrl + I): displays the [[#Asset Header Editor|Asset Header Editor]], allowing you to create a new asset.
** Duplicate (Ctrl + D): duplicates the selected asset(s). The new assets will be a copy with a new name and asset ID.
** Copy (Ctrl + C): 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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[[File:Industrial Park Screenshot7.png|600px|thumb|center|Asset Data Editor for [[TEXT]]s]]
 
This window has different properties for each asset, and sometimes looks completely different as it's adapted for each individual asset types's needs (such as [[CAM]], [[SND]], [[SNDS]] and [[TEXT]]). Not all of the assetassets's attributes are known, meaning you'll find a lot of fields labeled as unknown. This editor is not available for all asset types, and you can find the list for which it does work below.
 
The internal editor supports conversion between asset IDs and asset names. This means that, in any place you're supposed to type an asset ID, you can also type the name and the ID will be generated automatically from it; asset IDs will also be automatically replaced by names whenever possible. Type hexadecimal numbers starting with 0x to force use of an asset ID and not a name. There's also support for using the asset ID from a pasted asset; if you have an asset in your clipboard, pasting it in an asset ID field will collect the asset ID from it. This function can be turned off completely in the options: "Use Legacy Asset ID Format".
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| align=center | [[DYNA]]
|| <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]]
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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]], [[MPHT]], [[NPCS]], [[ONEL]], [[RAW]], [[SPLP]], [[TEXS]], [[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).
 
====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. Red, green and blue pyramids correspond to X, Y and Z axes. You can also move multiple assets at once.
* Rotation: affects the yaw, pitch and roll of the object in the world. Red, green and blue tori (toruses) correspond to yaw, pitch and roll rotation axes. You can only rotate one asset at once.
* Scale: affects the yawscale of the object in the world. Red, pitchgreen and rollblue ofboxes correspond to X, Y and Z axes, and the objectwhite box in the worldcenter will scale all 3 axes at once. 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. Red, green and blue pyramids correspond to X, Y and Z 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]]
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