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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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** '''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.
** '''Paste''' (Ctrl + V): pastes the assets from clipboard. You must have previously copied assets. If the asset already exists, it'll be given a new name and asset ID. If the asset was originally from a different game or platform, Industrial Park will try to convert it to the new format if needed.
** '''Remove''' (Delete): deletes the selected assets from the archive.
** '''View''': will move the view to the selected asset's position. For most assets, it will show the asset from a short distance, but for the [[CAM]] asset, it will place the view in the exact position it assumes ingame for that camera.
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====Asset Types====
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. The table also shows if copying and pasting the asset to a different platform/game it was originally from is supported or not.
 
{| class="wikitable sortable"
Line 238:
! Status
! Info
! Cross-Version Copy
|-
| align=center | [[ALST]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[ANIM]]
|| <span style="color:#007F00">Edit</span>
|| ANIM editor is very rudimentary as not all is known about the format.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[ATBL]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[BOUL]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[BSP]], [[JSP]]
Line 262 ⟶ 267:
* Import function grayed out as it hasn't been implemented yet.
Editing of the JSP asset in the JSPINFO layer is not supported.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[BUTN]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[CAM]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
|| The view button will place Industrial Park's view in the exact position the camera assumes ingame. The internal editor features functions to get the position and direction of the camera from Industrial Park's view. Be careful not to click these buttons when the view is not where you want the camera to be!
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[CNTR]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[COLL]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[COND]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[CRDT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[CSNM]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[DPAT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[DSCO]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[DSTR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| 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.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[EGEN]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[ENV]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[FLY]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Live preview</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[FOG]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[GRUP]]
|| <span style="color:#007F00">Edit</span>
|| Editor has feature to add all selected assets to group.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[GUST]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[HANG]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[JAW]]
|| <span style="color:#007F00">Edit</span>
|| The SND/SNDS editor has a function to import external JAW data from a file for that sound and send it to the JAW asset.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[LITE]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[LKIT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[LODT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[MAPR]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[MINF]]
|| <span style="color:#0000FF">Use for display</span>, <span style="color:#FF0000">limited editing</span>
|| Doesn't allow you to edit all fields yet, but they will be used to find a MODL to display assets as.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[MODL]]
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* Use the Export function to export the model to one of the Assimp formats. OBJ or DAE are recommended. This might not work on all models; it has a higher change of working on Xbox files. It can also be exported as a raw BSP (BSP assets) or DFF (JSP assets).
* Use the Import function to select a model file to import. Industrial Park uses Assimp for model importing, so DFFs will be imported as they are, while other formats will be converted to DFF - using either OBJ or FBX is recommended. This does not work with rigged models and any rigging present in the files will be discarded during the conversion.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[MRKR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[MVPT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[NPC]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[PARE]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[PARP]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[PARS]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[PEND]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PICK]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Use for display</span>
|| PKUP assets will try to find their models from the references in the PICK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the PKUPs will be displayed as widgets.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[PIPT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PKUP]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PLAT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PLYR]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PORT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[PRJT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[RWTX]]
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* Import an image to overwrite the texture. Supported formats: BMP, GIF, EXIF, JPG, PNG, TIFF and RWTEX
* Export the image as RWTEX (which can be imported in Magic.TXD)
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[SCRP]]
|| <span style="color:#007F00">Edit</span>
|| Uses the [[#Link List Editor|Link List Editor]] for timed links.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[SFX]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
|| SFX assets have a minimum and a maximum radius. The maximum will be only displayed if the asset is selected.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[SGRP]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[SHDW]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[SHRP]]
|| <span style="color:#007F00">Edit</span>
|| Allows editing of entries of types 3, 4, 5 and 6; hopefully, there are no other types.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[SIMP]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[SND]], [[SNDS]]
Line 460 ⟶ 512:
* Import the sound's data as it is. This will not mess with the SNDI asset.
The SND/SNDS editor also includes a function to import external [[JAW]] data and automatically send it to the JAW asset.
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[SNDI]]
Line 466 ⟶ 519:
* The SNDI asset can be edited individually, and can also be updated automatically from a SND or SNDS import.
* If you already have your sound in its SND/SNDS but not here, you can also import the header individually by clicking the <nowiki>[...]</nowiki> button next to the 'SoundHeader' property (this will take just the header in case you select the entire sound file)
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[SURF]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[TEXT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[TIMR]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[TRIG]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display as widget</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[UI]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model/texture</span>
|| Texture UIs display properly, model UIs are slightly off.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[UIFT]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model/texture</span>
|| Texture UIs display properly, model UIs are slightly off, displaying as text is not supported yet.
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[VIL]]
|| <span style="color:#007F00">Edit</span>, <span style="color:#0000FF">Display from model</span>
||
|| <span style="color:#007F00">Yes</span>
|-
| align=center | [[VILP]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[VOLU]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|}
 
* Cross-type copy/paste of all other asset types is not supported.
* Assets which [[links]] (but not other fields) can be edited: [[CCRV]], [[DTRK]], [[DUPC]], [[GRSM]], [[LOBM]], [[NGMS]], [[PGRS]], [[RANM]], [[SDFX]], [[SLID]], [[SPLN]], [[SSET]], [[SUBT]], [[TPIK]], [[TRWT]], [[UIM]], [[ZLIN]].
* Assets which editing internally is not supported: [[ATKT]], [[BINK]], [[CSN]], [[CSSS]], [[CTOC]], [[DEST]], [[MPHT]], [[NPCS]], [[ONEL]], [[RAW]], [[SPLP]], [[TEXS]], [[WIRE]].
Line 583 ⟶ 647:
====Event Search====
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the event search. Click Perform Search and all events which match the set filters found in any of the files will be logged. You can filter the asset types of the sender and reciever assets (Null allows for any) and the events which are recieved and sent in each link (Unknown allows for any). For example: if you leave sender asset as TRIG, target asset as Null, recieve event as Unknown and target event as Enable, you will be returned all links which are sent from TRIGs to any assets which have Enable as the event being sent in any HIP/HOPs in the folder you choose.
 
====Randomizer====
See [[Randomizer]].
 
==Links==
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