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 3132 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 83:
* Clear Textures: clear textures from program.
* Manage User Templates: open the [[#User Templates|User Template Manager]]
* Templates: Persistent Shinies: toggles whether shiny object templates will be set as persistent or not.
 
* Colors:
Line 202 ⟶ 203:
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".
 
The button labeled "Find Who Targets Me" performs a backwards search of assets, finding which assets have a field or ana eventlink that targettargets "me" (for example, if you perform this on a MODL, you'll find which MINFs, SIMPs or PLATs use it).
 
====EventLink List Editor====
[[File:Industrial Park Screenshot11.png|600px|thumb|center|EventLink List Editor]]
 
The EventLink List Editor is the window that shows up when you click on the <nowiki>[...]</nowiki> box next to one of the EventsLinks field in the Asset Data Editor for [[Object Asset]]s. It allows you to add, remove, copy, paste, reorder and edit [[eventslinks]], and the arguments can be edited both as floats and as hex numbers, as there are events which read them as both.
 
*Source Event: the [[event]] which triggers this link when sent to this asset.
*Destination Event: the [[event]] sent by this link upon being triggered.
*Destination Asset: the [[object asset]] to which the event is sent.
*Argument Asset: the asset ID which is sent as a parameter, formerly the fifth parameter of the link.
*Source Check: the link will only be triggered if the asset which sent the source event matches this one. If null (most cases), any asset which sends the source event will trigger this link. Formerly, this was the sixth parameter.
*Arguments: the 4 float parameters of the event. Some events read this as asset IDs so the hex checkbox allows that. Previous versions of Industrial Park had 6 parameters, but 5 and 6 were moved to Argument Asset and Source Check (above).
 
====Asset Types====
Line 280 ⟶ 288:
| align=center | [[DYNA]]
|| <span style="color:#FF7F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
|| Allows editing of all DYNA types in BFBB and some from Movie Game.
|-
| align=center | [[EGEN]]
Line 385 ⟶ 393:
|| <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.
|-
| align=center | [[SCRP]]
|| <span style="color:#007F00">Edit</span>
|| Uses the [[#Link List Editor|Link List Editor]] for timed links.
|-
| align=center | [[SFX]]
Line 448 ⟶ 460:
|}
 
* Assets which [[eventslinks]] (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]], [[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).
Line 481 ⟶ 493:
* Placeable: a few other assets with a position in the world (such as [[CAM]] and [[TRIG]]) and also empty/generic versions of [[Placeable Asset]]s which you must set up yourself after placing.
* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]].
 
There is a Templates: Persistent Shinies toggle in the Options tab which sets whether the shiny object templates will be set as Persistent or not (persistent assets have keep their state saved to the save file, so persistent shiny objects remain collected forever and never reappear).
 
====User Templates====
Line 489 ⟶ 503:
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 eventslinks), 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.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.