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:
'''Industrial Park''' is a tool made by community member [[User:igorseabra4|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 41 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 156:
** '''Import HIP Archive''': Choose a HIP, HOP or Settings.ini file (from HipHopTool-style exported archive) to import. All layers and assets from the selected file will be added to the current one. Layers will be ordered by the Collapse Layers function. If an asset with the same ID is already present, you will be prompted whether to overwrite it or not, except for [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]], all of which will be merged into one single asset. This is useful for [[Asset porting]].
** '''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. Imported sounds will automatically be sent to the [[SNDI]].
** '''Import Models''': This function allows you to select OBJ, DAE or DFFmodel files to import as new [[MODL]] assets. Industrial Park uses Assimp for model importing, so DFFs will be imported as they are, while OBJ andother DAEformats will be converted to DFF. Models- mustusing containeither vertexOBJ positions,or vertexFBX normals and texture coordinates for the import to work. DAE files must have been exported from 3ds max's exporter; OBJs can have been exported from any 3d modelis editorrecommended. This does not work with rigged models and any rigging present in the files will be discarded during the conversion.
** '''Import Textures''': This function allows you to select image files to import as new [[RWTX]] assets. You can choose a few settings for the textures and also if existing textures with the same names should be overwritten or not. Supported formats: BMP, GIF, EXIF, JPG, PNG, TIFF and RWTEX (exported from Magic.TXD).
** '''TXD Archive''':
Line 257:
|| <span style="color:#FF7F00">Edit</span>, <span style="color:#0000FF">Display</span>
|| BSP and JSP models will be displayed in the world. Industrial Park's BSP/JSP editor allows you to:
* Edit individual mesh colors and material names (JSP only);.
* Use the Export function to export the model asto OBJone -of the exportedAssimp file can be imported in any 3d model editor and contains vertex colorsformats. If you don't care about keeping them, you can use any 3d model editor's OBJ importer,or butDAE ifare yourecommended. wantThis tomight keepnot them,work youon mustall usemodels; the importvcolorobj MAXScript for 3ds max (it's includedhas ina thehigher release,change checkof theworking Resourceson folder).Xbox The model will be expecting all textures as PNG in the same directoryfiles. It can also be exported as a raw BSP (BSP assets) or DFF (JSP assets);.
* Import function grayed out as it hasn't been implemented yet.
Editing of the JSP asset in the JSPINFO layer is not supported.
Line 361:
|| <span style="color:#FF7F00">Edit</span>, <span style="color:#0000FF">Display</span>
|| Assets with references to MINF or MODL will be displayed as that model in the world. Industrial Park's MODL editor is similar to the BSP/JSP editor and allows you to:
* Edit individual mesh colors and material names;.
* Use the Export function to export the model asto OBJ.one Theof exportedthe fileAssimp canformats. beOBJ importedor inDAE any 3d modelare editorrecommended. This functionsmight thenot same as the BSP/JSP exporter (explained above) and thus the exported OBJ will contain vertex colors, but they are usually emptywork on MODLall assets,models; soit importing with or without them will likely not makehas a difference.higher Thechange modelof willworking be expecting all textures as PNG in theon sameXbox directoryfiles. It can also be exported as a raw BSP (BSP assets) or DFF; (JSP assets).
* Use the Import function to select ana OBJ, DAE or DFFmodel file to import. Industrial Park uses Assimp for model importing, so DFFs will be imported as they are, while OBJ andother DAEformats will be converted to DFF. The- modelusing musteither containOBJ vertexor positions,FBX vertex normals and texture coordinates for the import to work. DAE files must have been exported from 3ds max's exporter; OBJs can have been exported from any 3d modelis editorrecommended. This does not work with rigged models and any rigging present in the filefiles will be discarded during the conversion.
|-
| align=center | [[MRKR]]
Cookies help us deliver our services. By using our services, you agree to our use of cookies.