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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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* '''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]]).
* '''Templates: Chain Point MVPTs''': when checked, each time you place a Point MVPT template (starting from the second one in the session) the previous one's "NextMVPTs" will be updated to point to it.
 
* '''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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* '''Edit''' menu:
** '''EditConvert PACKArchive''': This allows you to edit the PACK section of the HIP archive, which contains the information for the archive's platform, game and date. This means you can edit an existing archive's game and platform; Industrial Park will also convert the format of all assets to the new game/platform's format. The assets which will be converted are limited to the ones supported by the "Cross-Version Copy" function (which you can check in the table below). For the ones it cannot (such as sounds and MINF), it will ask you to choose a directory to replace the assets from; all unsupportedHIP/HOPs assetin typesthis directory and subdirectories will simplybe scanned for the assets. Any assets which were not found will not be leftconverted and the list will be shown at the end. Texture assets are not converted. This function is still unchangedexperimental.
** '''Collapse Layers''': This will merge all of the archive's layers in a way that there is only one layer of each type, keeping all assets. Layers will be ordered by type in the same order the game originally does.
** '''Merge Similar Assets''': Checks if the archive has multiple assets of the types [[COLL]], [[JAW]], [[LODT]], [[PIPT]], [[SHDW]] and [[SNDI]], and merges their content into one single asset of each. This is also done upon Import HIP (detailed below).
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| align=center | [[CRDT]]
|| <span style="color:#007F00">Edit</span>
||
|| <span style="color:#FF0000">No</span>
|-
| align=center | [[CSN]]
|| <span style="color:#FF0000">Extract only</span>
||
|| <span style="color:#FF0000">No</span>
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* 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]], [[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]].
* Many of the assets (such as FOG) have values which are RGBA colors. In those asset editors, click the <nowiki>[...]</nowiki> button next to the color value to show a color picker.
* Note: this table applies only for Battle For Bikini Bottom; some asset types have different formats through the games and are not supported.
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