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Industrial Park (level editor): Difference between revisions

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Battlepedia>Igorseabra4
Battlepedia>Igorseabra4
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* '''View Config''' (F1): displays the View Config box.
* '''Add Texture Folder'''...: allows you to load textures from an external folder for display instead of using the RWTX assets.
* '''Refresh Textures and Models''': use this if models and textures don't show up properly after importing a HIP, textures or models, or after closing an archive.
* '''Clear Textures''': clear textures being displayed from folders.
 
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* '''No culling''' (C): toggles backface culling
* '''Wireframe''' (F): toggles wireframe mode
* '''LimitUse RenderLODT for DistanceRendering''': 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.
* '''Hide Invisible Meshes''': 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.
* '''Hide Invisible Meshes''': when active, meshes which are set to be invisible in MODL and JSP assets will be hidden
* '''Update References on Copy/Paste''': when active, when copying and pasting multiple assets, if they have references such as events to each other, the reference will be updated to point to the copy
* '''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.
 
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** '''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 model files to import as new [[MODL]] assets. 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. The "Create PIPT" checkbox will enable vertex color display on the model.
** '''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''':
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*'''Source Event''': the [[event]] which triggers this link when sent to this asset.
*'''DestinationTarget Event''': the [[event]] sent by this link upon being triggered.
*'''DestinationTarget 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).
 
Target Asset shortcuts: Self (inserts sender asset as target asset) and +1 (increments number at the end of asset name by 1).
 
====Asset Types====
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|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000007F00">NoYes</span>
|-
| align=center | [[BOUL]]
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|| <span style="color:#007F00">Edit</span>
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|| <span style="color:#FF0000007F00">NoYes</span>
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| align=center | [[PARS]]
|| <span style="color:#007F00">Edit</span>
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|| <span style="color:#FF0000007F00">NoYes</span>
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| align=center | [[PEND]]
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| align=center | [[SHRP]]
|| <span style="color:#007F00">Edit</span>
|| Allows editing of entries of types 3, 4, 5 and, 6; hopefully, there8 areand no9 otherfor BFBB and typesTSSM.
|| <span style="color:#FF0000007F00">NoYes</span>
|-
| align=center | [[SIMP]]
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|| <span style="color:#007F00">Edit</span>
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|| <span style="color:#FF0000007F00">NoYes</span>
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| align=center | [[TEXT]]
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