Industrial Park (level editor)
Industrial Park is a tool made by community member igorseabra4 in C# using SharpDX. It is an editor capable of opening a number of HIP/HOP files and display the level, with models and textures for level and objects, as well as edit some of the asset types in Battle For Bikini Bottom, The SpongeBob SquarePants Movie, Scooby-Doo: Night of 100 Frights, The Incredibles and The Incredibles: Rise of the Underminer for all platforms (except the point-and-click PC versions of the SpongeBob games).
This tool is based off from, and shares a lot of its source code with another one of the creator's tools: Heroes Power Plant, a tool to edit levels in 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 TxdGen for converting textures and vgmstream for previewing sounds.
The program is still under development, so features are still planned, and it is possible that functions of the tool don't work as expected.
To learn to use Industrial Park, please follow the Essential Series of modding tutorials, starting with the Introduction To Modding page. Most of the information in the first few pages is related to using the tool, such as Industrial Park Basics and Editing Assets.
The following table shows the current status of each asset type for Industrial Park. Some are editable, some can be used only for display, and some must be edited externally. The table also shows if copying and pasting the asset to a different platform/game it was originally from is supported or not.
|ANIM||Edit||ANIM editor is very rudimentary as not all is known about the format.||No|
|BOUL||Edit, Display from model||Yes|
|BSP, JSP||Edit, Display||BSP and JSP models will be displayed in the world. Industrial Park's BSP/JSP editor allows you to:
|BUTN||Edit, Display from model||Yes|
|CAM||Edit, Display as widget||The view button will place Industrial Park's view in the exact position the camera assumes ingame. The internal editor features functions to get the position and direction of the camera from Industrial Park's view. Be careful not to click these buttons when the view is not where you want the camera to be!||Yes|
|DSTR||Edit, Display from model||Yes|
|DUPC||Edit, Display from model||No|
|DYNA||Edit, Display as widget||Allows editing of all DYNA types in BFBB and some from the other games. Has a generic editor for unsupported types.||Yes|
|EGEN||Edit, Display from model||Yes|
|FLY||Edit, Live preview||Yes|
|GRUP||Edit||Editor has feature to add all selected assets to group.||Yes|
|HANG||Edit, Display from model||Yes|
|JAW||Edit||The SND/SNDS editor has a function to import external JAW data from a file for that sound and send it to the JAW asset.||No|
|LITE||Edit, Display as widget||No|
|MINF||Use for display, limited editing||Doesn't allow you to edit all fields yet, but they will be used to find a MODL to display assets as.||No|
|MODL||Edit, Display||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:
|MRKR||Edit, Display as widget||Yes|
|MVPT||Edit, Display as widget||Yes|
|NPC||Edit, Display from model||No|
|PEND||Edit, Display from model||Yes|
|PICK||Edit, Use for display||PKUP assets will try to find their models from the references in the PICK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the PKUPs will be displayed as widgets.||No|
|PKUP||Edit, Display from model||Yes|
|PLAT||Edit, Display from model||Yes|
|PLYR||Edit, Display as widget||Yes|
|RWTX||Edit, Display||Industrial Park's RWTX editor allows you to:
|SCRP||Edit||Uses the Link List Editor for timed links.||Yes|
|SDFX||Edit, Display as widget||SDFX assets a minimum and a maximum radius. These values are collected from the SDFX's SGRP reference. The maximum will be only displayed if the asset is selected.||Yes|
|SFX||Edit, Display as widget||SFX assets have a minimum and a maximum radius. The maximum will be only displayed if the asset is selected.||Yes|
|SHRP||Edit||Allows editing of entries of types 3, 4, 5, 6, 8 and 9 for BFBB and TSSM.||Yes|
|SIMP||Edit, Display from model||Yes|
|SND, SNDS||Import raw, Play||When importing an SND or SNDS asset, you have two choices:
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.
|SPLN||Edit, Display as spline||No|
|TPIK||Edit, Use for display||DYNA pickups will try to find their models from the references in the TPIK asset, so for that, boot.hip must be opened in an Archive Editor. Otherwise, the DYNAs will be displayed as widgets.||No|
|TRCK||Edit, Display from model||The TRCK editor is actually just the SIMP editor.||No|
|TRIG||Edit, Display as widget||Yes|
|UI||Edit, Display from model/texture||Texture UIs display properly, model UIs are slightly off.||Yes|
|UIFT||Edit, Display from model/texture||Texture UIs display properly, model UIs are slightly off, displaying as text is not supported yet.||Yes|
|VIL||Edit, Display from model||Yes|
|WIRE||Edit, Display as wireframe model||No|
- Cross-version copy/paste of all other asset types is not supported.
- Assets which links (but not other fields) can be edited: CCRV, DTRK, GRSM, NGMS, PGRS, RANM, SLID, SSET, SUBT, TRWT, UIM, ZLIN.
- Assets which editing internally is not supported: ATKT, BINK, 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 [...] 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.
In the Display tab, or by pressing U, you toggle between normal view mode and UI Mode: this is intended for editing of menus through UI and UIFT assets. The view will become a 2D 640x480 screen (this aspect ratio can be forced through the UI Mode AutoSize button). Those assets can also be edited in normal mode, but it's possible to have an approximate preview of them with UI Mode.
This is a tab in Industrial Park with tools that don't fit elsewhere in the program. It's recommended to only use these tools without any Archive Editor window open.
Asset ID Generator
On this window, each line typed into the top text box will be run through the BKRD hash algorithm and an asset ID will be generated from it in the bottom text box.
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the event search. Click Perform Search and all events which match the set filters found in any of the files will be logged. You can filter the asset types of the sender and reciever assets (Null allows for any) and the events which are recieved and sent in each link (Unknown allows for any). For example: if you leave sender asset as TRIG, target asset as Null, recieve event as Unknown and target event as Enable, you will be returned all links which are sent from TRIGs to any assets which have Enable as the event being sent in any HIP/HOPs in the folder you choose.
Use Choose Root Directory to pick a folder; all HIP/HOP files in the folder and any subfolders will be included in the DYNA search. Click Perform Search and all DYNAS found in any of the files will be logged.
- Get Industrial Park
- Source code on GitHub
- Playlist of video tutorials covering various subjects, including Industrial Park
- IndustrialPark-EditorFiles, the repository with archives for enemies, common assets, NPCs and some other things that are useful for level editing and asset porting