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Industrial Park (level editor): Difference between revisions

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Battlepedia>Igorseabra4
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'''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.
 
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. Industrial Park uses [https://www.gtagarage.com/mods/show.php?id=26916 TxdGen] for converting textures and [https://github.com/losnoco/vgmstream vgmstream] for previewing sounds.
 
[[File:Industrial Park Screenshot1.png|450px]] [[File:Industrial Park Screenshot2.png|450px]]
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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!
* '''Stop Sound''': stops the sound that is playing.
 
* '''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.
* '''Download vgmstream...''': downloads a vgmstream release from [https://github.com/losnoco/vgmstream/ its page] repository to your Resources folder. This tool is used to preview sounds inside Industrial Park.
* '''Check For Updates on EditorFiles...''': checks for updates on IndustrialPark-EditorFiles and asks you to download the repository again if one is found.
* '''Check For Updates on Startup''': if this is checked, Industrial Park will automatically check for updates and ask you to update if it finds one on program startup.
* '''Check For Updates Now...''': checks for updates and asks you to update if one is found.
* '''Associate HIP/HOP files...''': creates an association for HIP and HOP files on your registry so they'll open directly with Industrial Park.
* '''About...''': display About box.
 
In the Display tab, you can choose which asset types are currently being displayed. You can also toggle [[#UI Mode|UI Mode]] (U).
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|-
| align=center | [[SND]], [[SNDS]]
|| <span style="color:#FF7F00">Import raw</span>, <span style="color:#0000FF">Play</span>
|| When importing an SND or SNDS asset, you have two choices:
* Trim the sound's header and send it to the SNDI asset. This will cut the header from your data and send it to the SNDI asset, which holds the headers of SND and SNDS.
* 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.
The SND/SNDS editor can play sounds in GameCube (Scooby or BFBB) and Xbox (all games) archives.
|| <span style="color:#FF0000">No</span>
|-
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||
* 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>
|-
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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).
 
User Templates are global and will be saved to Resources\UserTemplates and can be edited manually if you want to; however, '''be sure to keep the "[AssetType] TemplateName" name styling''', or else the program will not be able to determine the template's asset type.
 
Note: since user templates are global and saved to files, each template you create will only work for that specific game and platform you made it in. For example, an user template made for GameCube BFBB will not work in Xbox BFBB or any version Movie Game (and if it happens to work, you're lucky).
 
===UI Mode===
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* [https://github.com/igorseabra4/IndustrialPark/releases Get Industrial Park]
* [https://github.com/igorseabra4/IndustrialPark Source code on GitHub]
* [https://www.youtube.com/playlist?list=PLuDjCkCsPEiPtXh4a57HXBZVErwd916SYPLrfzuz7Y9bXaxsjSVPF0ocihHd4SUiQwf Playlist of video tutorials covering various subjects, including Industrial Park]
* [https://github.com/igorseabra4/IndustrialPark-EditorFiles IndustrialPark-EditorFiles], the repository with archives for enemies, common assets, NPCs and some other things that are useful for level editing and [[Asset porting|asset porting]]
[[Category:Modding]] [[Category:Tools]]
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