Basic HPP Usage - igorseabra4/HeroesPowerPlant GitHub Wiki
This page will explain the basics of using Heroes Power Plant.
Viewport
- In the viewport, you can see a 3D preview of your level.
Keyboard view controls
- W, A, S, D: move view forward, left, backward, right
- Shift + (W, S): move view up, down
- Up, Left, Down, Right: rotate view up, left, down, right
- Ctrl + (W, A, S, D): rotate view up, left, down, right (alternative)
- Q, E: decrease interval, increase interval
- R: reset view
- Z: toggle mouse mode*
- F6: teleport player to view (if game is running)
*Mouse mode: similar to a first person camera. The view rotates automatically as you move the mouse. Use the keyboard to move around.
Mouse controls
- Left click to select an object or camera
- Mouse wheel to move forward/backward
- Right click and drag to pan
- Shift + Right click to place an object
- Middle click and drag to rotate view
Project
A project JSON is Heroes Power Plant's way of saving a group of file paths and settings - this way, when you're editing your level, you don't have to open all your files individually again. When you save a Project, the following data is saved and reapplied when opened:
- Paths for the Config, Level, Visibility, Collision, Layout, Camera, Particle, Pattern, Light and SET ID Table editors
- TXD files, texture folders and object ONEs
- No culling, wireframe, background and selection colors
- Which items are being displayed (on/off)
- Current view position, draw distance and FOV Note: saving the project file will not save the individual editors' files! You must save them individually.
Resources
In the resources tab, you can open or clear the currently loaded textures and object ONEs.
- Textures: you can load those from either a TXD file, a ONE archive which contains TXD files, or a folder containing PNGs. You can load any number of files; if textures with the same names are found, they will be overwritten. These textures are used only for displaying models inside HPP.
- Object ONEs: pick ONE files containing DFF models, such as a
s**_obj.one
. This will allow the Layout Editor to display objects with their actual models instead of representing them by small cubes. TXD files inside the ONEs will be imported automatically.
Notes:
- For Heroes: It is recommended to at least import
comobj.one
to display common stage objects ands**_obj.one
for individual stage objects as object ONEs. Textures for the common objects are inobj_common.txd
, which must also be imported. Enemies are found inen_**.one
files for each enemy. - For Shadow: The same applies, but individual stage objects are loaded automatically. Common stage objects are in
stg_cmn_gdt.one
and must be loaded separately. Enemies are in theenemy
folder. Use Project files so you do not need to reopen all these files every time you open your level in HPP. See Layout Editor for more info on this.
Options (and their shortcut keys)
- No culling (C): toggles backface culling.
- Wireframe (F): toggles wireframe mode.
- Colors:
- Background Color: allows you to choose a new background color for the view.
- Selection Color: allows you to choose a new tint for selected objects.
- Reset: reset to default colors.
- Selection Mode:
- Objects: click to select layout objects. Shift + right click to place layout objects.
- Cameras: click to select camera triggers.
- Start Pos (Y): toggles display of Start/End/Bragging positions from the Config Editor.
- Splines (U): toggles display of splines from the Spline Editor.
- Render By Chunk (H): toggles between display of entire level or just current chunk from the Level/Visibility Editor.
- Chunk Boxes (B): toggles display of chunk boundaries.
- Collision (X): toggles between display of the level model and the collision model.
- Quadtree (T): toggles display of the quadtree from the Collision Editor.
- Objects (G): toggles display of objects from the Layout Editor. There are 3 settings: off will display no objects, dot will display objects in render distance and on will display all objects.
- Cameras (V): toggles display of camera triggers from the Camera Editor. Note that camera and point positions will only display for the currently selected camera.
- Check For Updates on Startup: if this is on, Heroes Power Plant will automatically check for updates on startup and prompt you to update if one is available.
- Check For Updates Now: check for updates and prompt you to update if one is available.
- VSync: toggles frame limiter (wanna see how much FPS you can get with the entire level being rendered?)
- Auto-Load Last Project on Launch: if this is on, the last project which was opened in Heroes Power Plant when it was last closed will be opened along with the program.
- Auto-Save Project on Closing: if this is on, Heroes Power Plant will automatically save the Project file when closing, if one is open. If these two last settings are on, you can close the program and when you open it again it will be showing the exact same it was before.
- Camera/View Settings: opens the View Config window.
View Config (F1)
Press F1 or click the status bar to display the view config window. Here you can set the view's position, rotation, movement speed (interval), draw distance, field of view and height to display the quadtree.