Releases: igorseabra4/IndustrialPark
Industrial Park v2024.02.10
Note: Please redownload vgmstream (Tools -> Download vgmstream) after updating.
- Sound importing: adds creating sound assets directly from common audio formats (such as mp3 or wav), without needing to use an external tool to convert. Use the asset editor for sounds to import over existing assets, or 'Edit -> Sounds -> Import' in the Archive Editor to create new sound assets. GameCube only, all games
- Adds exporting sounds to WAV. All games and platforms
- You've all been requesting me to allow overwriting all existing assets when importing a HIP; it's now an available option
- The Edit menu in the Archive Editor is now organized differently to improve workflow and better acommodate new functions
- 'Edit -> Textures -> Export All' in the Archive Editor to export all textures in the archive to png
- 'Edit -> Sounds -> Export All (WAV) or Export All (Raw)' in the Archive Editor to export all sounds in the archive to either wav or the raw formats
- Adds jaw data generator (currently WIP)
- Adds Cutscene asset editor (currently WIP)
- Field categories (such as Base, Entity and Dynamic properties) in asset data editors are ordered more consistently
- Improves bounding box and sphere algorithms used in model creation. Noticeably, this should improve models which had bake rotation or scale applied
- Fixes bug in which sometimes editing an asset header would place it in the wrong layer
- Fixes issue in which it was impossible to select Incredibles pickups from view
- Randomizer: generates a Heavy Mod Manager mod, plus some other minor updates
Industrial Park v2023.07.30
Note: after updating, please redownload vgmstream to update it to the latest version (Tools -> Download vgmstream).
- Custom Layer Names: Use Edit -> Layers -> Rename to enter a custom name for a layer. This name is saved to the custom HIPB section which is added to the end of the HIP file.
- Saves the platform information to custom Scooby HIPs so you do not need to select the platform every time.
- Convert Archive: displays a report on assets which were not converted when changing an archive's game or platform.
- Fixes copy, paste, import, export and preview of sound assets for GameCube Movie, Incredibles and ROTU (thanks EnergyDrink for help with this).
- Fixes wiki links for all asset types.
Industrial Park v0.1.7.9
- Asset Data Editor: new editor window for Model assets which allows accessing, creating and editing the Pipe Info, Level of Detail, Collision Model and Shadow Model entries for the model directly on the editor window.
- Also has checkbox which will cause some templates to use the selected model by default. Affects templates: Boulder, Button, Destructible Object, Electric Arc Generator, Hangable, Pendulum, Platform, Simple Object and User Interface.
- Asset Data Editor: all asset references now have a shortcut (the [...] box) for opening the Asset Data Editor directly without having to find it in the asset list. This is basically 'Find Who Targets Me' but in reverse.
- Asset Data Editor: new buttons 'Copy Transformation' which copies the position, rotation and scale of the asset to clipboard and 'Paste Transformation' which pastes them.
- Asset Data Editor: fixes not being able to add Animation States and Animation Effects to Animation Table assets.
- Archive Editor: adds Organize Layers (semi-legacy). This function will rebuild the layer setup and create only one Texture, Model and BSP layer instead of three of each.
- Sounds: the Asset Data Editor now allows playing sounds from all games on all platforms. Requires redownloading vgmstream (Tools -> Download vgmstream). Thanks to EnergyDrink for this.
- Improved editor for Movie/Incredibles GameCube Sound Info. Doesn't break cutscene audio anymore; properly preserves loop/stream flags when copying/pasting/importing; allows editing of the loop/stream flags in the editor.
- New templates: all types of floating blocks for the Floating Block Challenge.
- Fixes the Incredibles/ROTU SoundInfo on PS2.
- Fixes issue in which placing or renaming Script assets with zero Timed Links would break IP.
- Fixes issue in which pasting a sound into an archive with no SoundInfo asset would create the SoundInfo but not show it in the asset list.
- Fixes issue in which importing a HIP from a different game (such as BFBB into Movie) would place assets into layers of incorrect types.
- Fixes issue in which broken textures or textures with names longer than 32 characters could break IP and leave the file unable to be edited.
- Fixes issue in which renaming an asset whose ID was previously 0 with 'Update References on Rename/Copy/Paste' on would cause every field in every asset to point to the renamed asset.
- Fixes issue in which Export Scene -> Cancel threw an error.
- Randomizer: removes need of boot, font, plat, mn, sp and pl of being excluded from archive names
- Randomizer: fixes randomizing hb09 (Police Station) (only pickups and color/texture/sound changes will be applied here)
Industrial Park v0.1.7.8
- Bake Rotation: similar to bake scale, but with rotation. Experimental feature
- Removed error message from invalid Animation assets which are present in original Movie archives
- Fixes issue related to creating new archive with default assets
- Fixes issue in which some No Layers archives could not be saved after being open for the second time
- Fixes issue in which some newly added assets wouldn't show up in the asset list
- Fixes issue in which importing an archive would fail if it contained a JSPInfo asset
- Fixes issue in which you sometimes couldn't set a new texture in the Material Editor
- Fixes issue in which copying and pasting sounds didn't work
- Fixes issue in which deleting a sound wouldn't remove it from the SoundInfo
- Fixes issue in which SDFX assets would initially not show up correctly
- Fixes Randomizer not working
- Randomizer note: currently the Markers randomizer is the step which takes the longest. If you want a faster randomization (up to a few minutes quicker), disable this method. I'm working on improving this.
Industrial Park v0.1.7.7
NOTE: many of the new or updated features on this release are currently experimental. No Layers has not been tested thoroughly (specially on custom level files) and Apply Scale and Bake Scale are not guaranteed to work properly on every game, platform, level or asset (I unfortunately do not have time to test all possible use cases of the features myself). Make sure you backup your files often, and if you encounter a problem, please report it in the #tool-discussion channel of the Heavy Iron Modding Discord server and I'll look into it as soon as possible. Helpful feeback is always helpful.
- No Layers: Toggle from Archive Editor -> Edit -> Layers -> No Layers. This will convert the HIP/HOP archive into a format in which layers are virtually gone: you cannot edit the layer setup anymore and assets will be placed automatically by Industrial Park in the correct layers upon saving; you do not have to worry about them anymore. Enabling this will erase your current layer setup.
- Organize Layers: from Archive Editor -> Edit -> Layers -> Organize, only if 'No Layers' is off. This function will erase your current layer setup and build a new one, the same setup used by 'No Layers' when saving. It's basically the same as 'No Layers', but you still have control over the layer setup afterwards.
- Bake Scale: this is available from the Asset Data Editors for entity assets. Click on the 'Click here' button below the scale values to bake the scaling of the asset if it's not (1, 1, 1). This creates a copy of the Model or Model Info with the scale applied and sets the entity asset's scale to (1, 1, 1). This allows scaling of assets such as NPCs and enemies, as well as scaling models differently on each axis, without creating collision glitches. If the asset's previous Model or Model Info goes unused after this, it won't be deleted, so I recommend deleting it to save on the file size.
- Apply Scale: from Archive Editor -> Edit -> Apply Scale. This function applies a scale to the entire level and was updated to allow scaling of every asset type (including GameCube native data and BFBB JSP models) and allow you to choose which asset types to scale, as well as checkboxes for:
- Bake unproportional scales on entity assets: will apply the Bake Scale function into assets if the scale axes are unproportional, which will prevent collision glitches. To avoid increasing your file size significantly, if you're not going to use them anymore, you should delete the previous (unscaled) models, which will be left unused.
- Apply and bake scale to NPCs: will apply the Bake Scale function into NPC and Villain assets, which allows them to be properly scaled. If left unchecked, their scale will be left unchanged.
You can also use Apply Scale on a single Model asset from its Asset Data Editor.
- Apply Vertex Colors: from the Asset Data Editor for Model, you can choose a color and an operation to apply to the model's vertex colors. Updated to support GameCube JSPs and other native data models.
- 'VIL' assets (used only in BFBB and Incredibles) are now named 'NPC'; 'NPC' assets (used only in Scooby) are now named 'Villain'. This only applies if 'Use Legacy Asset Type Format' from Options is off; if it's on, the assets will still be named 'VIL' and 'NPC' respectively.
- Drop assets: press H on the main view window to drop the selected assets. They will fall and land on whatever's below them.
- Material Effects Editor: now allows selecting and editing properties (mesh color and texture name) for multiple materials at the same time.
- Replace References on Copy/Paste: this function (toggle from Options) was extended to Replace References on Rename/Copy/Paste. Renaming an asset with this on will also replace previous references of it to the new name.
- Model Info scales are now considered by the renderer.
- Improved 'Verify Archive'.
- New or updated editors for asset types: Attack Table, Audio Conversation (ROTU), Checkpoint (ROTU), Credits, Grass, Model Info, Pickup Types, Rubble Generator, Script (ROTU), Shrapnel, Smoke Emitter, Talk Box, Text Box, Zip Line.
- New templates: Rubble Generator, Zip Line.
- Allows choosing game version for Flame Emitter, Scene Properties, Script and UI Image (usually, asset formats are the same in Movie, Incredibles and ROTU, but not for these assets; when editing, make sure you select the version for the game you're working on).
- Allows changing asset type on Asset Header Editor (only between Texture <=> Texture Stream or Simple Object <=> Track).
- Faster loading and saving of HIP/HOP archives.
- Added Ratatouille Prototype DYNA asset names.
- Help button on DYNA assets now leads to the actual asset type page on the wiki instead of the DYNA page (thanks Suprnova).
- Proper exporting of textures with 4444 raster format (thanks Joey).
- Updates and fixes issue on Discord Rich Presence (thanks Suprnova).
- Adds British English localization (thanks Pepperpot).
- Fixes non-.RW3 textures exporting with no name on the TXD file (thanks Seil).
- Randomizer
- New method: Vertex Colors. Randomizes vertex colors of models.
- New method: Set Scale. Allows using the Apply Scale function on the entire game at once.
Industrial Park v0.1.7.6
- Fixes rotation on Pointer assets.
- Fixes CountDown field on RaceTimer assets.
- Fixes exporting textures along with BSP assets.
- Removes warning about the export function not working on native data models - because it actually does work!
- Updates 'View Controls' box with the actual updated controls.
Industrial Park v0.1.7.5
- Fixes instances of textures not loading after importing
- Fixes opening archives with Duplicator
- Adds template: Duplicator
Industrial Park v0.1.7.4
- Fixes issue in which clicking on empty space with Ctrl pressed would deselect all selected assets
- Fixes opening certain Movie HIPs with broken LightKit assets
- Fixes Red Button and Pressure Plate templates with wrong hit masks
- Fixes sorting by columns in the asset box
- The Info column in the asset box is now updated live
- Adds some hit mask values for Destructible Objects
Industrial Park v0.1.7.3
- Archive Editor
- Adds file size to status bar
- Adds 'Generate Report' tool. This will create a text description of the archive and save it to the archive's folder
- Asset box: 'Info' column, which displays information about the asset (such as the name of the model)
- Asset box: 'Links' column, which displays the asset's link count
- Fixes 'Create Group From Selected' which was broken in a previous update
- Adds 'Legacy Asset Name Format' toggle from Options menu. This makes IP use the 4-letter codes for asset types instead of full names.
- Adds Asset Editors: Reactive Animation, Throwable Table and User Interface Motion
- Updates Asset Editors: Conditional (now has variable names for all 5 games), Cutscene Manager, Pipe Info Table, Projectile
- Adds templates: Destructible, Disco Floor, Gust, One Liner, Shrapnel, Throwable Table, Volume
- Attempts to fix trimmed texture file names, which caused textures not to display (such as track textures in Spongeball challenges)
- Adds country flag icons to Open Level
Thanks to Pepperbot for some of the contributions on this update
Industrial Park v0.1.7.2
- Adds templates:
- Most Scooby pickups, all common enemies and some stage objects (update EditorFiles for new Scooby HIPs)
- Incredibles pickups
- Progress Script
- New hotkeys: B and N to select previous/next template or user template
- Adds 'Add selected assets' button for MVPT, SGRP, ALST, COLL, LODT, PIPT, SHDW and Ring Control entries in addition to Group
- Adds support for rendering all models referenced in a MINF instead of just the first one (toggleable from Display)
- Adds support for Scooby Particle Emitter
- Adds Scooby event names
- Automatically converts between Links, Timed Links and Progress Links when copying/pasting links among the different asset types
- Fixes issue in which moving mouse offscreen with a gizmo selected made the gizmo unusable
- Fixes issue in which 'Import Archive' didn't work correctly in Scooby
- Fixes 'Find Who Targets Me' and 'Verify Archive' taking too long and sometimes throwing errors
- Fixes 'Help' button with broken links in asset editors
- Fixes templates with wrong names