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Industrial Park (level editor): Difference between revisions

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Battlepedia>Crazy Muzzarino
(This asset can be edited.)
Battlepedia>Igorseabra4
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* '''Wireframe''' (F): toggles wireframe mode
* '''Limit Render Distance''': when active, models will only be rendered when their distance from the view is under the setting in the [[LODT]] asset, or a default value of 100 if unspecified there
* '''Limit Render Distance''': when active, meshes which are set to be invisible in MODL and JSP assets will be hidden
* '''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.
 
* '''Name Display Mode''': Choose how asset names will be displayed:
** AssetName [AssetID] (default)
** [AssetID] AssetName (alternate)
* '''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.
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* '''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 boot level in the INI file will be set to the level of the currently opened HIP/HOPs (if multiple are open, the first one will be used). The process will be canceled after 10 seconds of unsuccessful tries!
 
* '''Manage User Templates''': open the [[#User Templates|User Template Manager]]
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** '''Move Layer Down''': this will move the selected layer down in the list.
 
* '''Assets''': each asset is an individual in-game object with a type and function. You can click on an asset in the list to select it, or Ctrl + click to select multiple. Use the checkboxes next to the asset names to hide the asset from the view. The asset list box displays each asset's name, ID, type and size (in bytes) and you can sort the list ascending or descending by each column.
** '''Show by type''': this will allow you to see in the list only assets of a specific type, or all of them.
** '''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.
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|| <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 and atomic flags (JSP only).
* Edit individual sections and settings in JSPINFO asset.
* 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).
* 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>
|-
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|| <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 and atomic flags.
* 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.
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|-
| align=center | [[VOLU]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[WIRE]]
|| <span style="color:#007F00">Edit</span>
||
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