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Industrial Park (level editor): Difference between revisions
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* G: open [[#Asset Data Editor|Asset Data Editor]] for selected assets
* R: reset view
* T: snap [[#Gizmos|gizmos]] to grid
* U: toggle [[#UI Mode|UI Mode]]
* V: cycle between [[#Gizmos|gizmos]]
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* '''Use PIPT for Rendering''': when active, models will be rendered according to rendering modes set in [[PIPT]] assets. This function is still experimental and the preview is not accurate to the game.
* '''Movement Preview''': when active, the progarm will attempt to preview the movement pattern of placeable assets (most notably, [[PLAT]]s, [[VIL]]s with [[MVPT]] and assets which use the [[Events#Drivenby|Drivenby]] event). This function is still experimental and the preview is not accurate to the game.
* '''Manage User Templates''': open the [[#User Templates|User Template Manager]]▼
* '''Templates: Persistent Shinies''': toggles whether shiny object and manliness point templates will be set as persistent or not (see [[Asset#Object Asset|Object Asset]]).▼
* '''Name Display Mode''': Choose how asset names will be displayed:
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* '''Use Legacy Asset ID Format''': this will disable using asset names in Asset ID fields and force you to use hex numbers only. This is useful if, for some reason, you're working with multiple assets that have the same name but different asset IDs.
* '''Hide Help in Asset Data Editors''': checking this will hide the help boxes in the Asset Data Editor windows.
===Tools===
A few of Industrial Park's functions can be found in the Tools tab:
* '''Save All Open HIPs (F4)''': saves changes in all open archives.
* '''Run Game (F5)''': this method is only for GameCube/Dolphin. It will attempt to close the running instance of Dolphin and launch a new one with the DOL of the game. You need a filesystem association for DOLs with Dolphin for this to work, and it only works on the newest releases of Dolphin (dev, not 5.0). The process will be canceled after 10 seconds of unsuccessful tries!
▲* '''Manage User Templates''': open the [[#User Templates|User Template Manager]]
▲* '''Templates: Persistent Shinies''': toggles whether shiny object and manliness point templates will be set as persistent or not (see [[Asset#Object Asset|Object Asset]]).
* '''Download IndustrialPark-EditorFiles''': downloads the contents of the [https://github.com/igorseabra4/IndustrialPark-EditorFiles IndustrialPark-EditorFiles] repository to your Resources folder. It contains the HIP archives for enemies and other objects which you need for [[Asset porting|asset porting]]. This might take a bit depending on your connection as the repository is currently around 17 MB and it might increase as we add new files to it. The reason why this feature exists is because the repository is often updated with more files and newer versions.
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===View Config===
The view config allows you to view and set Industrial Park's 3D view's current position, rotation, movement speed (separate for position and rotation), maximum draw distance and field of view and grid size for [[#Gizmos|gizmos]].
[[File:Industrial Park Screenshot5.png|600px|thumb|center|View Config window]]
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While moving an object with a gizmo, hold the T key to snap the movement to a 3D grid. The size of the grid (which defaults to (1, 1, 1)) can be set in the [[#View Config|View Config]] box. If the Y scale of the grid is set to 4, for example, the Y coordinate of the moved objects will always be rounded to the nearest multiple of 4.
[[File:Industrial Park Screenshot10.png|460px|thumb|center|Industrial Park's 4 gizmos]]
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* Others: mostly HOP assets, such as [[PIPT]], [[LODT]], [[SNDI]].
There is a Templates: Persistent Shinies toggle in the
====User Templates====
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[[File:Industrial Park Screenshot9.png|600px|thumb|center|User Template Manager]]
The User Template Manager is accessed through the
The template is identical to the asset that was copied (including all fields and links), 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).
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